2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2000, 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 the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
23 * related information and legal notices. It is expected that any future
24 * 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
54 #include "prototypes.h"
56 extern int etu_per_update;
59 attack_val(int combat_mode, struct lndstr *lp)
61 extern double assault_penalty;
66 if (((int)lp->lnd_effic) < LAND_MINEFF) {
67 makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
69 putland(lp->lnd_uid, lp);
73 lcp = &lchr[(int)lp->lnd_type];
75 /* Spies always count as 1 during assaults. If they are the only ones
76 in the assault, they get to sneak on anyway. */
78 if (lcp->l_flags & L_SPY && combat_mode == A_ASSAULT)
83 value = ldround(((double)men * (double)lp->lnd_att), 1);
85 value = (int)((double)value * ((double)lp->lnd_effic / 100.0));
87 switch (combat_mode) {
91 if (!(lcp->l_flags & L_MARINE))
92 return (int)(assault_penalty * value);
95 if (!(lcp->l_flags & L_MARINE))
96 return (int)(assault_penalty * men);
103 defense_val(struct lndstr *lp)
105 extern int land_mob_max;
110 if (((int)lp->lnd_effic) < LAND_MINEFF) {
111 makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
113 putland(lp->lnd_uid, lp);
117 lcp = &lchr[(int)lp->lnd_type];
123 if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
124 !(lcp->l_flags & L_MARINE))
127 value = men * lp->lnd_def;
130 ((double)land_mob_max + lp->lnd_harden) / (double)land_mob_max;
131 value = (int)((double)value * ((double)lp->lnd_effic / 100.0));
132 value = (int)ldround(value, 1);
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 total_mil(struct lndstr *lp)
148 lcp = &lchr[(int)lp->lnd_type];
150 men = lnd_getmil(lp);
151 /* men *= ((double)lp->lnd_effic)/100.0;*/
153 return ldround(men, 1);
157 lnd_print(struct llist *llp, s_char *s)
159 if (llp->land.lnd_own == player->cnum)
160 pr("%s %s\n", prland(&llp->land), s);
162 wu(0, llp->land.lnd_own, "%s %s\n", prland(&llp->land), s);
166 lnd_delete(struct llist *llp, s_char *s)
170 putland(llp->land.lnd_uid, &llp->land);
171 emp_remque((struct emp_qelem *)llp);
176 lnd_take_casualty(int combat_mode, struct llist *llp, int cas)
177 /* attacking or assaulting or paratrooping? */
178 /* number of casualties to take */
191 int nowhere_to_go = 0;
199 taken = lnd_getmil(&(llp->land));
200 /* Spies always die */
201 if (llp->lcp->l_flags & L_SPY) {
203 llp->land.lnd_effic = 0;
206 ldround((((double)cas * 100.0) / (double)llp->lcp->l_mil), 1);
207 llp->land.lnd_effic -= eff_eq;
208 lnd_submil(&(llp->land), cas);
211 if (llp->land.lnd_effic < LAND_MINEFF) {
212 sprintf(buf, "dies %s %s!",
213 combat_mode ? att_mode[combat_mode] : (s_char *)
214 "defending", xyas(llp->land.lnd_x, llp->land.lnd_y,
216 lnd_delete(llp, buf);
217 /* Since we killed the unit, we killed all the mil on it */
220 /* Ok, now, how many did we take off? (sould be the diff) */
221 taken = taken - lnd_getmil(&(llp->land));
224 if (llp->land.lnd_effic >= llp->land.lnd_retreat)
227 /* we're being boarded */
228 if (llp->land.lnd_ship >= 0 && combat_mode == A_DEFEND)
231 /* we're being boarded */
232 if (llp->land.lnd_land >= 0 && combat_mode == A_DEFEND)
235 /* Have to make a retreat check */
237 ret_chance = llp->land.lnd_retreat - llp->land.lnd_effic;
238 if (roll(100) < ret_chance) {
240 lnd_print(llp, "fails morale check!");
241 llp->land.lnd_mission = 0;
242 llp->land.lnd_harden = 0;
243 if (llp->land.lnd_ship >= 0 || llp->land.lnd_land >= 0)
245 else if (combat_mode == A_DEFEND) {
247 * defending unit.. find a place to send it
248 * strategy: look for the most-populated
249 * adjacent sector that is owned by the unit
250 * player->owner. Charge mob..
254 for (n = 1; n <= 6; ++n) {
255 ret_x = llp->land.lnd_x + diroff[n][0];
256 ret_y = llp->land.lnd_y + diroff[n][1];
257 getsect(ret_x, ret_y, §);
258 if (sect.sct_own != llp->land.lnd_own)
260 if (sect.sct_type == SCT_MOUNT)
263 civs = getvar(V_CIVIL, (s_char *)§, EF_SECTOR);
264 if (civs > biggest) {
273 /* retreat to bx,by */
274 llp->land.lnd_x = bx;
275 llp->land.lnd_y = by;
276 getsect(bx, by, &rsect);
277 mobcost = lnd_mobcost(&llp->land, &rsect, MOB_ROAD);
278 mob = llp->land.lnd_mobil - (int)mobcost;
281 orig = llp->land.lnd_mobil;
282 llp->land.lnd_mobil = (s_char)mob;
283 if (llp->land.lnd_mobil > orig)
284 llp->land.lnd_mobil = (-127);
285 sprintf(buf, "retreats at %d%% efficiency to %s!",
287 xyas(bx, by, llp->land.lnd_own));
288 lnd_delete(llp, buf);
290 } else { /* attacking from a sector */
291 sprintf(buf, "leaves the battlefield at %d%% efficiency",
292 llp->land.lnd_effic);
293 if ((llp->land.lnd_mobil - (int)llp->mobil) < -127)
294 llp->land.lnd_mobil = -127;
296 llp->land.lnd_mobil -= (int)llp->mobil;
298 lnd_delete(llp, buf);
302 /* nowhere to go.. take more casualties */
303 llp->land.lnd_effic -= 10;
304 lnd_submil(&llp->land, llp->lcp->l_mil / 10);
305 if (llp->land.lnd_effic < LAND_MINEFF)
306 lnd_delete(llp, "has nowhere to retreat, and dies!");
309 "has nowhere to retreat and takes extra losses!");
316 lnd_takemob(struct emp_qelem *list, double loss)
318 extern double combat_mob;
319 struct emp_qelem *qp, *next;
322 int mcost = ldround(combat_mob * loss, 1);
324 for (qp = list->q_forw; qp != list; qp = next) {
326 llp = (struct llist *)qp;
329 use_supply(&llp->land);
330 if (llp->land.lnd_mission == MI_RESERVE)
331 new = llp->land.lnd_mobil - mcost/2;
334 new = llp->land.lnd_mobil - mcost;
337 llp->land.lnd_mobil = (s_char)new;
341 lnd_getmil(struct lndstr *lp)
345 getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
350 lnd_submil(struct lndstr *lp, int num)
354 getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
356 if (vec[I_MILIT] < 0)
358 putvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
362 lnd_spyval(struct lndstr *lp)
364 if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
365 return (lp->lnd_spy * (lp->lnd_effic / 100.0)) + 2;
367 return (lp->lnd_spy * (lp->lnd_effic / 100.0));
371 intelligence_report(int destination, struct lndstr *lp, int spy,
375 s_char buf1[80], buf2[80], buf3[80];
376 double estimate = 0.0; /* estimated defense value */
378 if (destination == 0)
381 if (lp->lnd_own == 0)
384 lcp = &lchr[(int)lp->lnd_type];
386 memset(buf1, 0, sizeof(buf1));
387 memset(buf2, 0, sizeof(buf2));
388 memset(buf3, 0, sizeof(buf3));
389 if (chance((double)(spy + lp->lnd_vis) / 10.0)) {
390 if (destination == player->cnum)
391 pr("%s %s", mess, prland(lp));
393 sprintf(buf1, "%s %s", mess, prland(lp));
395 estimate = lnd_getmil(lp);
397 if (chance((double)(spy + lp->lnd_vis) / 20.0)) {
399 if (destination == player->cnum)
400 pr(" (eff %d, mil %d", roundintby(lp->lnd_effic, 5),
401 roundintby(lnd_getmil(lp), 10));
403 sprintf(buf2, " (eff %d, mil %d",
404 roundintby(lp->lnd_effic, 5),
405 roundintby(lnd_getmil(lp), 10));
406 estimate = lnd_getmil(lp) * lp->lnd_effic / 100.0;
408 if (chance((double)(spy + lp->lnd_vis) / 20.0)) {
410 t = lp->lnd_tech - 20 + roll(40);
412 if (destination == player->cnum)
413 pr(", tech %d)\n", t);
415 sprintf(buf3, ", tech %d)\n", t);
417 if (destination == player->cnum)
420 sprintf(buf3, ")\n");
423 if (destination == player->cnum)
430 if (destination != player->cnum) {
431 wu(0, destination, "%s%s%s", buf1, buf2, buf3);
434 if (lp->lnd_ship < 0 || lcp->l_flags & L_MARINE)
435 estimate *= lp->lnd_def;
437 return (int)estimate;
440 /* Used by the spy command to count land units in a sector. If used
441 for anything else, you may want to reconsider, because this doesn't
442 always count spies. :) */
444 count_sect_units(struct sctstr *sp)
450 snxtitem_all(&ni, EF_LAND);
451 while (nxtitem(&ni, (s_char *)&land)) {
454 if (land.lnd_x != sp->sct_x || land.lnd_y != sp->sct_y)
456 /* Don't always see spies */
457 if (lchr[(int)land.lnd_type].l_flags & L_SPY) {
458 if (!(chance(LND_SPY_DETECT_CHANCE(land.lnd_effic))))
461 /* Got here, report it */
469 count_units(struct shpstr *sp)
475 if (sp->shp_effic < SHIP_MINEFF)
478 snxtitem_xy(&ni, EF_LAND, sp->shp_x, sp->shp_y);
479 while (nxtitem(&ni, (s_char *)&land)) {
480 if (land.lnd_own == 0)
482 if (land.lnd_ship == sp->shp_uid)
486 if (sp->shp_nland != nland) {
487 sp->shp_nland = nland;
488 putship(sp->shp_uid, sp);
493 lnd_count_units(struct lndstr *lp)
499 if (lp->lnd_effic < LAND_MINEFF)
502 snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
503 while (nxtitem(&ni, (s_char *)&land)) {
504 if (land.lnd_own == 0)
506 if (land.lnd_land == lp->lnd_uid)
510 if (lp->lnd_nland != nland) {
511 lp->lnd_nland = nland;
512 putland(lp->lnd_uid, lp);
517 lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
529 while (nxtitem(ni, (s_char *)&land)) {
533 if (ontradingblock(EF_LAND, (int *)&land)) {
534 pr("unit #%d inelligible - it's for sale.\n",
539 lcp = &lchr[(int)land.lnd_type];
540 /* if (wantflags && (lcp->m_flags & wantflags) != wantflags)
542 if (nowantflags && lcp->m_flags & nowantflags)
545 /* This abuse is better fixed by building a unit with the normal negative
546 mobility that everything else is built with */
547 /* Just so that the player can't build a bunch of land units, and them
548 march them a few minutes later... */
550 if (opt_MOB_ACCESS) {
551 if (land.lnd_effic < 11 &&
552 land.lnd_mobil < etu_per_update) {
553 pr("Land unit #%d needs at least %d mob to march.\n",
554 land.lnd_uid, etu_per_update);
559 land.lnd_mission = 0;
562 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
563 putland(land.lnd_uid, &land);
564 llp = (struct llist *)malloc(sizeof(struct llist));
567 llp->mobil = (double)land.lnd_mobil;
568 emp_insque(&llp->queue, list);
572 /* This function assumes that the list was created by lnd_sel */
574 lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
575 int *togetherp, natid actor)
577 struct emp_qelem *qp;
578 struct emp_qelem *next;
591 for (qp = list->q_back; qp != list; qp = next) {
593 llp = (struct llist *)qp;
594 getland(llp->land.lnd_uid, &land);
595 if (land.lnd_own != actor) {
596 mpr(actor, "%s was disbanded at %s\n",
597 prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
598 emp_remque((struct emp_qelem *)llp);
602 if (land.lnd_ship >= 0) {
603 lnd_mess("is on a ship", llp);
606 if (land.lnd_land >= 0) {
607 lnd_mess("is on a unit", llp);
610 if (!getsect(land.lnd_x, land.lnd_y, §)) {
611 lnd_mess("was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
614 if (!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY) &&
615 !(lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) &&
616 lnd_getmil(&llp->land) == 0) {
617 lnd_mess("has no mil on it to guide it", llp);
620 rel = getrel(getnatp(sect.sct_own), player->cnum);
621 if (sect.sct_own != land.lnd_own && rel != ALLIED &&
622 !(lchr[(int)llp->land.lnd_type].l_flags & L_SPY) &&
624 sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
633 if (land.lnd_x != allx || land.lnd_y != ally)
635 if (land.lnd_mobil + 1 < (int)llp->mobil) {
636 llp->mobil = (double)land.lnd_mobil;
638 if (llp->mobil < *minmobp)
639 *minmobp = llp->mobil;
640 if (llp->mobil > *maxmobp)
641 *maxmobp = llp->mobil;
647 lnd_put(struct emp_qelem *list, natid actor)
649 register struct emp_qelem *qp;
650 register struct emp_qelem *newqp;
655 llp = (struct llist *)qp;
657 mpr(actor, "%s stopped at %s\n", prland(&llp->land),
658 xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
659 if (llp->mobil < -127)
661 llp->land.lnd_mobil = llp->mobil;
663 putland(llp->land.lnd_uid, &llp->land);
672 lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob,
675 struct emp_qelem *qp;
676 struct emp_qelem *next;
679 int mines, m, max, sshells, lshells;
682 for (qp = land_list->q_back; qp != land_list; qp = next) {
684 llp = (struct llist *)qp;
685 if (!(llp->lcp->l_flags & L_ENGINEER)) {
687 mpr(actor, "%s is not an engineer!\n", prland(&llp->land));
690 if (takemob && llp->mobil < 0.0) {
692 lnd_mess("is out of mobility", llp);
695 getsect(llp->land.lnd_x, llp->land.lnd_y, §);
696 if (sect.sct_oldown == llp->land.lnd_own) {
699 "%s is in a sector completely owned by you. Don't bother digging up mines there!\n",
703 if (sect.sct_type == SCT_BSPAN) {
705 mpr(actor, "%s is on a bridge. No mines there!\n",
710 /* mobcost = llp->land.lnd_effic * 0.01 * llp->lcp->l_spd;*/
711 mobcost = llp->land.lnd_spd;
712 mobcost = 480.0 / (mobcost +
713 techfact(llp->land.lnd_tech, mobcost));
714 llp->mobil -= mobcost;
715 llp->land.lnd_mobil = (int)llp->mobil;
716 llp->land.lnd_harden = 0;
718 putland(llp->land.lnd_uid, &llp->land);
719 if (!(mines = getvar(V_MINE, (s_char *)§, EF_SECTOR)))
721 max = vl_find(V_SHELL, llp->lcp->l_vtype,
722 llp->lcp->l_vamt, (int)llp->lcp->l_nv);
723 lshells = getvar(V_SHELL, (s_char *)&llp->land, EF_LAND);
724 sshells = getvar(V_SHELL, (s_char *)§, EF_SECTOR);
725 for (m = 0; mines > 0 && m < max * 2; m++) {
726 if (chance(0.5 * llp->lcp->l_att)) {
727 mpr(actor, "Sweep...\n");
735 putvar(V_MINE, mines, (s_char *)§, EF_SECTOR);
736 putvar(V_SHELL, lshells, (s_char *)&llp->land, EF_LAND);
737 putvar(V_SHELL, sshells, (s_char *)§, EF_SECTOR);
738 putland(llp->land.lnd_uid, &llp->land);
744 contains_engineer(struct emp_qelem *list)
746 struct emp_qelem *qp;
747 struct emp_qelem *next;
750 for (qp = list->q_back; qp != list; qp = next) {
752 llp = (struct llist *)qp;
753 if (llp->lcp->l_flags & L_ENGINEER)
760 lnd_check_mines(struct emp_qelem *land_list)
762 struct emp_qelem *qp;
763 struct emp_qelem *next;
768 int has_engineers = contains_engineer(land_list);
770 for (qp = land_list->q_back; qp != land_list; qp = next) {
772 llp = (struct llist *)qp;
773 getsect(llp->land.lnd_x, llp->land.lnd_y, §);
774 if (sect.sct_oldown == llp->land.lnd_own)
776 if (sect.sct_type == SCT_BSPAN)
778 if (!(mines = getvar(V_MINE, (s_char *)§, EF_SECTOR)))
780 if (chance(DMINE_LHITCHANCE(mines) / (1 + 2 * has_engineers))) {
781 lnd_hit_mine(&llp->land, llp->lcp);
783 putvar(V_MINE, mines, (s_char *)§, EF_SECTOR);
785 putland(llp->land.lnd_uid, (s_char *)&llp->land);
786 if (!llp->land.lnd_own) {
797 lnd_list(struct emp_qelem *land_list)
799 struct emp_qelem *qp;
800 struct emp_qelem *next;
805 pr("lnd# land type x,y a eff sh gun xl mu tech retr fuel\n");
807 for (qp = land_list->q_back; qp != land_list; qp = next) {
809 llp = (struct llist *)qp;
811 pr("%4d ", lnd->lnd_uid);
812 pr("%-16.16s ", llp->lcp->l_name);
813 prxy("%4d,%-4d ", lnd->lnd_x, lnd->lnd_y, llp->land.lnd_own);
814 pr("%1c", lnd->lnd_army);
815 pr("%4d%%", lnd->lnd_effic);
816 getvec(VT_ITEM, vec, (s_char *)lnd, EF_LAND);
817 pr("%4d", vec[I_SHELL]);
818 pr("%4d", vec[I_GUN]);
819 count_land_planes(lnd);
820 pr("%3d", lnd->lnd_nxlight);
821 pr("%4d", lnd->lnd_mobil);
822 pr("%4d", lnd->lnd_tech);
823 pr("%4d%%", lnd->lnd_retreat);
824 pr("%5d\n", lnd->lnd_fuel);
829 lnd_mess(s_char *str, struct llist *llp)
831 mpr(llp->land.lnd_own, "%s %s & stays in %s\n",
833 str, xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
834 if (llp->mobil < -127)
836 llp->land.lnd_mobil = llp->mobil;
837 putland(llp->land.lnd_uid, &llp->land);
838 emp_remque((struct emp_qelem *)llp);
843 lnd_count(struct emp_qelem *list)
845 struct emp_qelem *qp;
846 struct emp_qelem *next;
850 for (qp = list->q_back; qp != list; qp = next) {
852 llp = (struct llist *)qp;
859 lnd_damage(struct emp_qelem *list, int totdam)
861 struct emp_qelem *qp;
862 struct emp_qelem *next;
867 if (!totdam || !(count = lnd_count(list)))
869 dam = ldround(((double)totdam / (double)count), 1);
870 for (qp = list->q_back; qp != list; qp = next) {
872 llp = (struct llist *)qp;
873 /* have to get it again because of collateral damage */
874 getland(llp->land.lnd_uid, &llp->land);
875 landdamage(&llp->land, dam);
876 putland(llp->land.lnd_uid, &llp->land);
877 if (!llp->land.lnd_own) {
886 lnd_easiest_target(struct emp_qelem *list)
888 struct emp_qelem *qp;
889 struct emp_qelem *next;
892 int easiest = 9876; /* things start great for victim */
895 for (qp = list->q_back; qp != list; qp = next) {
897 llp = (struct llist *)qp;
898 hard = lnd_hardtarget(&llp->land);
900 easiest = hard; /* things get worse for victim */
903 return easiest - count;
907 lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
911 struct emp_qelem msl_list, *qp, *newqp;
913 msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
915 dam = msl_launch_mindam(&msl_list, newx, newy,
916 lnd_easiest_target(list), EF_LAND,
917 lnd_count(list) * 20, "troops", victim,
920 mpr(victim, "missile interdiction mission does %d damage!\n", dam);
921 collateral_damage(newx, newy, dam, 0);
923 qp = msl_list.q_forw;
924 while (qp != msl_list.q_forw) {
934 /* Steve M. - commented out for now until abuse is decided upon */
935 /* risner: allow forts to interdict land units. */
937 lnd_fort_interdiction(struct emp_qelem *list,
938 coord newx, coord newy, natid victim)
940 extern int fort_max_interdiction_range;
944 double range, range2, guneff;
950 snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
951 while (nxtsct(&ns, &fsect)) {
952 if (fsect.sct_own == 0)
954 if (fsect.sct_own == victim)
956 if (fsect.sct_type != SCT_FORTR)
958 if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
960 gun = getvar(V_GUN, (s_char *)&fsect, EF_SECTOR);
963 range = tfactfire(fsect.sct_own, (double)min(gun, 7));
964 if (fsect.sct_effic > 59)
966 range2 = roundrange(range);
967 trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
970 if (getvar(V_MILIT, (s_char *)&fsect, EF_SECTOR) < 5)
972 shell = getvar(V_SHELL, (s_char *)&fsect, EF_SECTOR);
974 shell += supply_commod(fsect.sct_own,
975 fsect.sct_x, fsect.sct_y, I_SHELL, 1);
979 putvar(V_SHELL, shell, (s_char *)&fsect, EF_SECTOR);
983 guneff = landgun((int)fsect.sct_effic, gun);
986 mpr(victim, "Incoming fire does %d damage!\n", dam);
988 "%s fires at %s land units in %s for %d!\n",
989 xyas(fsect.sct_x, fsect.sct_y,
991 cname(victim), xyas(newx, newy, fsect.sct_own), dam);
992 nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
995 return lnd_damage(list, totdam);
1001 lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
1006 if (!opt_NO_FORT_FIRE)
1007 /* Steve M. - commented out for now until abuse is decided upon */
1008 stopping |= lnd_fort_interdiction(list, newx, newy, victim);
1013 unit_interdict(newx, newy, victim, "land units",
1014 lnd_easiest_target(list), MI_INTERDICT));
1018 lnd_missile_interdiction(list, newx, newy, victim));
1022 /* high value of hardtarget is harder to hit */
1024 lnd_hardtarget(struct lndstr *lp)
1028 getsect(lp->lnd_x, lp->lnd_y, §);
1029 return (int)(((double)lp->lnd_effic / 100.0) *
1030 (10 + dchr[sect.sct_type].d_dstr * 2 +
1031 (double)lp->lnd_spd / 2.0 - lp->lnd_vis));
1035 lnd_hit_mine(struct lndstr *lp, struct lchrstr *lcp)
1039 mpr(lp->lnd_own, "Blammo! Landmines detected in %s! ",
1040 xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
1042 nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
1045 if (lcp->l_flags & L_ENGINEER)
1048 landdamage(lp, ldround(m, 1));
1054 lnd_mobcost(struct lndstr *lp, struct sctstr *sp, int mobtype)
1059 /* supply unit's speed depends on their eff, since
1060 that is their purpose */
1061 if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
1062 mobcost = lp->lnd_effic * 0.01 * lp->lnd_spd;
1064 mobcost = lp->lnd_spd;
1068 /* sector_mcost now takes 2 different arguments, a sector pointer, and
1069 whether or not to figure in the highway bonus, rail bonus or none.
1070 bridge heads, bridges and highways have built-in highways bonus
1071 because they are a 1, and this will discount that. */
1073 smobcost = (double)sector_mcost(sp, mobtype);
1074 if (smobcost < 0.01)
1077 /* marching through 0 mobility conquered sectors takes lots of mobility,
1078 unless you are a train. Capturing railways is a good thing. */
1080 if (sp->sct_own != sp->sct_oldown && sp->sct_mobil <= 0 &&
1081 smobcost < LND_MINMOBCOST && mobtype != MOB_RAIL)
1082 smobcost = LND_MINMOBCOST;
1084 mobcost = smobcost * 5.0 * 480.0 /
1085 (mobcost + techfact(lp->lnd_tech, mobcost));
1091 lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
1094 struct sctstr sect, osect;
1095 struct emp_qelem *qp;
1096 struct emp_qelem *qp2;
1097 struct emp_qelem *next;
1110 if (dir <= DIR_STOP || dir >= DIR_VIEW) {
1111 lnd_put(list, actor);
1114 dx = diroff[dir][0];
1115 dy = diroff[dir][1];
1116 for (qp = list->q_back; qp != list; qp = next) {
1118 llp = (struct llist *)qp;
1119 getsect(llp->land.lnd_x, llp->land.lnd_y, &osect);
1120 oldown = osect.sct_own;
1121 newx = xnorm(llp->land.lnd_x + dx);
1122 newy = ynorm(llp->land.lnd_y + dy);
1123 getsect(newx, newy, §);
1124 rel = getrel(getnatp(sect.sct_own), player->cnum);
1125 if ((sect.sct_own != actor && rel != ALLIED &&
1126 !(lchr[(int)llp->land.lnd_type].l_flags & L_SPY) &&
1127 sect.sct_own) || (sect.sct_type == SCT_WATER ||
1128 sect.sct_type == SCT_SANCT ||
1129 sect.sct_type == SCT_WASTE)) {
1131 pr("can't go to %s\n", xyas(newx, newy, actor));
1134 sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
1140 if (!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY))
1142 if (sect.sct_rail == 0 &&
1143 lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) {
1145 pr("no rail system in %s\n", xyas(newx, newy, actor));
1148 sprintf(dp, "has no rail system in %s",
1149 xyas(newx, newy, actor));
1154 /* Note we check would_abandon first because we don't want
1155 to always have to do these checks */
1156 if (would_abandon(&osect, V_CIVIL, 0, &(llp->land))) {
1158 if (!want_to_abandon(&osect, V_CIVIL, 0, &(llp->land))) {
1161 /* now check stuff */
1162 if (!check_sect_ok(§))
1164 if (!check_sect_ok(&osect))
1166 for (qp2 = list->q_back; qp2 != list; qp2 = qp2->q_back) {
1167 if (!check_land_ok(&(((struct llist *)qp2)->land)))
1171 lnd_mess("stops", llp);
1175 if (llp->mobil <= 0.0) {
1176 lnd_mess("is out of mobility", llp);
1179 llp->land.lnd_x = newx;
1180 llp->land.lnd_y = newy;
1181 if (lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) {
1182 llp->mobil -= lnd_mobcost(&llp->land, §, MOB_RAIL);
1184 llp->mobil -= lnd_mobcost(&llp->land, §, MOB_ROAD);
1186 llp->land.lnd_mobil = (int)llp->mobil;
1187 llp->land.lnd_harden = 0;
1188 putland(llp->land.lnd_uid, &llp->land);
1190 getsect(osect.sct_x, osect.sct_y, &osect);
1191 if (osect.sct_own != oldown && oldown == player->cnum) {
1192 /* It was your sector, now it's not. Simple :) */
1193 pr("You no longer own %s\n",
1194 xyas(osect.sct_x, osect.sct_y, player->cnum));
1196 if (rel != ALLIED && sect.sct_own != actor && sect.sct_own) { /* must be a spy */
1197 /* Always a 10% chance of getting caught. */
1198 if (chance(LND_SPY_DETECT_CHANCE(llp->land.lnd_effic))) {
1199 if (rel == NEUTRAL || rel == FRIENDLY) {
1201 "%s unit spotted in %s\n", cname(player->cnum),
1202 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1203 setrel(sect.sct_own, llp->land.lnd_own, HOSTILE);
1204 } else if (rel == HOSTILE || rel == AT_WAR ||
1205 rel == SITZKRIEG || rel == MOBILIZATION) {
1207 "%s spy shot in %s\n", cname(player->cnum),
1208 xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1209 pr("%s was shot and killed.\n", prland(&llp->land));
1210 llp->land.lnd_effic = 0;
1211 putland(llp->land.lnd_uid, &llp->land);
1219 lnd_sweep(list, 0, 1, actor);
1220 stopping |= lnd_check_mines(list);
1224 stopping |= lnd_interdict(list, newx, newy, actor);
1229 * find all artillery units belonging
1230 * to the attacker or defender that can fire.
1231 * Each arty unit adds +1%/damage point
1235 lnd_support(natid victim, natid attacker, coord x, coord y)
1237 struct nstr_item ni;
1244 double range, range2;
1246 snxtitem_all(&ni, EF_LAND);
1247 while (nxtitem(&ni, (s_char *)&land)) {
1248 if (land.lnd_frg == 0)
1250 if ((land.lnd_x == x) && (land.lnd_y == y))
1252 if (land.lnd_ship >= 0)
1254 if (land.lnd_land >= 0)
1256 if (land.lnd_mission > 0)
1258 if (land.lnd_effic < LAND_MINFIREEFF)
1260 /* Do we have mil? */
1261 if (getvar(V_MILIT, (s_char *)&land, EF_LAND) <= 0)
1263 rel = getrel(getnatp(land.lnd_own), attacker);
1264 rel2 = getrel(getnatp(land.lnd_own), victim);
1265 if ((land.lnd_own != attacker) &&
1266 ((rel != ALLIED) || (rel2 != AT_WAR)))
1269 /* do we have supplies? */
1270 if (!has_supply(&land))
1273 /* are we in range? */
1274 dist = mapdist(land.lnd_x, land.lnd_y, x, y);
1276 range = techfact((int)land.lnd_tech, (double)land.lnd_frg / 2.0);
1278 range2 = roundrange(range);
1282 shell = getvar(V_SHELL, (s_char *)&land, EF_LAND);
1283 gun = getvar(V_GUN, (s_char *)&land, EF_LAND);
1285 if (shell == 0 || gun == 0)
1289 nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
1290 if (roll(100) < land.lnd_acc) {
1291 dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
1292 land.lnd_ammo, shell) / 2;
1294 dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
1295 land.lnd_ammo, shell);
1297 if (land.lnd_own != attacker)
1299 "%s supported %s at %s\n",
1300 prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
1306 lnd_path(int together, struct lndstr *lp, s_char *buf)
1310 struct sctstr d_sect, sect;
1314 if (!sarg_xy(buf, &destx, &desty))
1317 pr("Cannot go to a destination sector if not all starting in the same sector\n");
1320 if (!getsect(destx, desty, &d_sect)) {
1321 pr("%d,%d is not a sector\n", destx, desty);
1324 getsect(lp->lnd_x, lp->lnd_y, §);
1325 if (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
1326 cp = (s_char *)BestLandPath(buf, §, &d_sect, &dummy, MOB_RAIL);
1328 cp = (s_char *)BestLandPath(buf, §, &d_sect, &dummy, MOB_ROAD);
1330 pr("No owned path from %s to %s!\n",
1331 xyas(lp->lnd_x, lp->lnd_y, player->cnum),
1332 xyas(d_sect.sct_x, d_sect.sct_y, player->cnum));
1335 pr("Using path '%s'\n", cp);
1340 lnd_can_attack(struct lndstr *lp)
1342 struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
1344 /* if (lcp->l_flags & L_SUPPLY ||
1345 lcp->l_flags & L_SECURITY ||
1346 lcp->l_flags & L_FLAK ||
1349 if (lcp->l_flags & L_SUPPLY)
1356 * Increase fortification value of LP.
1357 * Fortification costs mobility. Use up to HARD_AMT mobility.
1358 * Return actual fortification increase.
1361 lnd_fortify (struct lndstr *lp, int hard_amt)
1363 extern int land_mob_max;
1367 hard_amt = min(lp->lnd_mobil, hard_amt);
1369 if ((lp->lnd_harden + hard_amt) > land_mob_max)
1370 hard_amt = land_mob_max - lp->lnd_harden;
1372 eng = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own);
1375 hard_amt = ((float)hard_amt * 1.5);
1377 if ((lp->lnd_harden + hard_amt) > land_mob_max)
1378 hard_amt = land_mob_max - lp->lnd_harden;
1380 /* Ok, set the mobility used */
1381 mob_used = hard_amt;
1383 /* Now, if an engineer helped, it's really only 2/3rds of
1386 mob_used = (int)((float)mob_used / 1.5);
1388 /* If we increased it, but not much, we gotta take at least 1
1390 if (mob_used <= 0 && hard_amt > 0)
1393 lp->lnd_mobil -= mob_used;
1394 if (lp->lnd_mobil < 0)
1397 lp->lnd_harden += hard_amt;
1398 lp->lnd_harden = min(lp->lnd_harden, land_mob_max);