/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* lndsub.c: Land unit subroutines
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1998-2000
* Markus Armbruster, 2004-2014
*/
#include
#include
#include
#include "chance.h"
#include "combat.h"
#include "damage.h"
#include "empobj.h"
#include "file.h"
#include "misc.h"
#include "mission.h"
#include "news.h"
#include "nsc.h"
#include "optlist.h"
#include "path.h"
#include "player.h"
#include "prototypes.h"
#include "unit.h"
#include "xy.h"
static void lnd_stays(natid, char *, struct ulist *);
static int lnd_hit_mine(struct lndstr *);
static int has_helpful_engineer(coord, coord, natid);
double
attack_val(int combat_mode, struct lndstr *lp)
{
int men;
double value;
struct lchrstr *lcp;
if (lp->lnd_effic < LAND_MINEFF) {
putland(lp->lnd_uid, lp);
return 0;
}
lcp = &lchr[(int)lp->lnd_type];
/* Spies always count as 1 during assaults. If they are the only ones
in the assault, they get to sneak on anyway. */
if (lcp->l_flags & L_SPY && combat_mode == A_ASSAULT)
return 1;
men = lp->lnd_item[I_MILIT];
value = men * lnd_att(lp) * lp->lnd_effic / 100.0;
switch (combat_mode) {
case A_ATTACK:
return value;
case A_ASSAULT:
if (!(lcp->l_flags & L_MARINE))
return assault_penalty * value;
break;
case A_BOARD:
if (!(lcp->l_flags & L_MARINE))
return assault_penalty * men;
}
return value;
}
double
defense_val(struct lndstr *lp)
{
int men;
double value;
struct lchrstr *lcp;
if (lp->lnd_effic < LAND_MINEFF) {
putland(lp->lnd_uid, lp);
return 0;
}
lcp = &lchr[(int)lp->lnd_type];
men = lp->lnd_item[I_MILIT];
if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
!(lcp->l_flags & L_MARINE))
return men;
value = men * lnd_def(lp) * lp->lnd_effic / 100.0;
value *= ((double)land_mob_max + lp->lnd_harden) / land_mob_max;
/* If there are military on the unit, you get at least a 1
man defensive unit, except for spies */
if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY))
return 1;
return value;
}
int
lnd_reaction_range(struct lndstr *lp)
{
struct sctstr sect;
getsect(lp->lnd_x, lp->lnd_y, §);
if (sect.sct_type == SCT_HEADQ && sect.sct_effic >= 60)
return lchr[lp->lnd_type].l_rad + 1;
return lchr[lp->lnd_type].l_rad;
}
void
lnd_print(natid actor, struct ulist *llp, char *s)
{
if (actor == player->cnum)
pr("%s %s\n", prland(&llp->unit.land), s);
else
wu(0, actor, "%s %s\n", prland(&llp->unit.land), s);
}
void
lnd_delete(struct ulist *llp)
{
putland(llp->unit.land.lnd_uid, &llp->unit.land);
emp_remque(&llp->queue);
free(llp);
}
int
lnd_take_casualty(int combat_mode, struct ulist *llp, int cas)
/* attacking or assaulting or paratrooping? */
/* number of casualties to take */
{
int eff_eq;
int n;
int biggest;
int civs;
coord ret_x, ret_y;
coord bx, by;
struct sctstr sect;
int ret_chance;
char buf[1024];
int taken;
int nowhere_to_go = 0;
double mobcost, bmcost;
signed char orig;
int mob;
taken = llp->unit.land.lnd_item[I_MILIT];
/* Spies always die */
if (((struct lchrstr *)llp->chrp)->l_flags & L_SPY)
llp->unit.land.lnd_effic = 0;
else {
eff_eq = ldround(cas * 100.0 /
((struct lchrstr *)llp->chrp)->l_item[I_MILIT], 1);
llp->unit.land.lnd_effic -= eff_eq;
lnd_submil(&llp->unit.land, cas);
}
if (llp->unit.land.lnd_effic < LAND_MINEFF) {
sprintf(buf, "dies %s %s!",
combat_mode ? att_mode[combat_mode] : "defending",
xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
llp->unit.land.lnd_own));
lnd_print(llp->unit.land.lnd_own, llp, buf);
lnd_delete(llp);
/* Since we killed the unit, we killed all the mil on it */
return taken;
} else {
/* Ok, now, how many did we take off? (sould be the diff) */
taken = taken - llp->unit.land.lnd_item[I_MILIT];
}
if (llp->unit.land.lnd_effic >= llp->unit.land.lnd_retreat)
return taken;
/* we're being boarded */
if (llp->unit.land.lnd_ship >= 0 && combat_mode == A_DEFEND)
return taken;
/* we're being boarded */
if (llp->unit.land.lnd_land >= 0 && combat_mode == A_DEFEND)
return taken;
/* Have to make a retreat check */
ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
if (pct_chance(ret_chance)) {
pr("\n");
lnd_print(llp->unit.land.lnd_own, llp, "fails morale check!");
llp->unit.land.lnd_mission = 0;
llp->unit.land.lnd_harden = 0;
if (llp->unit.land.lnd_ship >= 0 || llp->unit.land.lnd_land >= 0)
nowhere_to_go = 1;
else if (combat_mode == A_DEFEND) {
/*
* defending unit.. find a place to send it
* strategy: look for the most-populated
* adjacent sector that is owned by the unit
* owner. Charge mob..
*/
biggest = -1;
for (n = 1; n <= 6; ++n) {
ret_x = llp->unit.land.lnd_x + diroff[n][0];
ret_y = llp->unit.land.lnd_y + diroff[n][1];
getsect(ret_x, ret_y, §);
if (sect.sct_own != llp->unit.land.lnd_own)
continue;
if (sect.sct_type == SCT_MOUNT)
continue;
mobcost = lnd_mobcost(&llp->unit.land, §);
if (mobcost < 0)
continue;
civs = sect.sct_item[I_CIVIL];
if (civs > biggest) {
biggest = civs;
bx = sect.sct_x;
by = sect.sct_y;
bmcost = mobcost;
}
}
if (biggest < 0)
nowhere_to_go = 1;
else {
/* retreat to bx,by */
llp->unit.land.lnd_x = bx;
llp->unit.land.lnd_y = by;
/* FIXME landmines */
mob = llp->unit.land.lnd_mobil - (int)bmcost;
if (mob < -127)
mob = -127;
orig = llp->unit.land.lnd_mobil;
llp->unit.land.lnd_mobil = (signed char)mob;
if (llp->unit.land.lnd_mobil > orig)
llp->unit.land.lnd_mobil = -127;
sprintf(buf, "retreats at %d%% efficiency to %s!",
llp->unit.land.lnd_effic,
xyas(bx, by, llp->unit.land.lnd_own));
lnd_print(llp->unit.land.lnd_own, llp, buf);
lnd_delete(llp);
}
} else { /* attacking from a sector */
sprintf(buf, "leaves the battlefield at %d%% efficiency",
llp->unit.land.lnd_effic);
if ((llp->unit.land.lnd_mobil - (int)llp->mobil) < -127)
llp->unit.land.lnd_mobil = -127;
else
llp->unit.land.lnd_mobil -= (int)llp->mobil;
llp->mobil = 0.0;
lnd_print(llp->unit.land.lnd_own, llp, buf);
lnd_delete(llp);
}
}
if (nowhere_to_go) {
/* nowhere to go.. take more casualties */
llp->unit.land.lnd_effic -= 10;
lnd_submil(&llp->unit.land,
((struct lchrstr *)llp->chrp)->l_item[I_MILIT] / 10);
if (llp->unit.land.lnd_effic < LAND_MINEFF) {
lnd_print(llp->unit.land.lnd_own, llp,
"has nowhere to retreat, and dies!");
lnd_delete(llp);
} else
lnd_print(llp->unit.land.lnd_own, llp,
"has nowhere to retreat and takes extra losses!");
}
return taken;
}
void
lnd_takemob(struct emp_qelem *list, double loss)
{
struct emp_qelem *qp, *next;
struct ulist *llp;
int new;
int mcost = ldround(combat_mob * loss, 1);
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
#if 0
if (chance(loss))
use_supply(&llp->unit.land);
#endif
new = llp->unit.land.lnd_mobil - mcost;
if (new < -127)
new = -127;
llp->unit.land.lnd_mobil = (signed char)new;
}
}
void
lnd_submil(struct lndstr *lp, int num)
{
int new = lp->lnd_item[I_MILIT] - num;
lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
}
int
lnd_spyval(struct lndstr *lp)
{
if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0) + 2;
else
return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0);
}
void
intelligence_report(int destination, struct lndstr *lp, int spy,
char *mess)
{
int vis = lnd_vis(lp);
char buf1[80], buf2[80], buf3[80];
if (destination == 0)
return;
if (lp->lnd_own == 0)
return;
memset(buf1, 0, sizeof(buf1));
memset(buf2, 0, sizeof(buf2));
memset(buf3, 0, sizeof(buf3));
if (chance((spy + vis) / 10.0)) {
if (destination == player->cnum)
pr("%s %s", mess, prland(lp));
else
sprintf(buf1, "%s %s", mess, prland(lp));
if (chance((spy + vis) / 20.0)) {
if (destination == player->cnum)
pr(" (eff %d, mil %d",
roundintby(lp->lnd_effic, 5),
roundintby(lp->lnd_item[I_MILIT], 10));
else
sprintf(buf2, " (eff %d, mil %d",
roundintby(lp->lnd_effic, 5),
roundintby(lp->lnd_item[I_MILIT], 10));
if (chance((spy + vis) / 20.0)) {
int t;
t = lp->lnd_tech - 20 + roll(40);
t = MAX(t, 0);
if (destination == player->cnum)
pr(", tech %d)\n", t);
else
sprintf(buf3, ", tech %d)\n", t);
} else {
if (destination == player->cnum)
pr(")\n");
else
sprintf(buf3, ")\n");
}
} else {
if (destination == player->cnum)
pr("\n");
else
sprintf(buf2, "\n");
}
}
if (destination != player->cnum) {
wu(0, destination, "%s%s%s", buf1, buf2, buf3);
}
}
void
lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
{
struct lndstr land;
int this_mot;
int mobtype = MOB_MOVE; /* indeterminate */
emp_initque(list);
while (nxtitem(ni, &land)) {
/*
* It would be nice to let deities march foreign land units,
* but much of the code assumes that only the land unit's
* owner can march it.
*/
if (!land.lnd_own || land.lnd_own != player->cnum)
continue;
if (opt_MARKET) {
if (ontradingblock(EF_LAND, &land)) {
pr("unit #%d inelligible - it's for sale.\n",
land.lnd_uid);
continue;
}
}
/*
* The marching code gets confused when trains and non-trains
* march together. Disallow for now.
*/
this_mot = lnd_mobtype(&land);
if (this_mot != mobtype) {
if (mobtype == MOB_MOVE)
mobtype = this_mot;
else if (mobtype == MOB_MARCH) {
pr("%s is a train and can't march with the leader.\n",
prland(&land));
continue;
} else {
pr("%s can't rail-march with the leading train.\n",
prland(&land));
continue;
}
}
land.lnd_mission = 0;
land.lnd_rflags = 0;
land.lnd_harden = 0;
memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
putland(land.lnd_uid, &land);
lnd_insque(&land, list);
}
}
/*
* Append LP to LIST.
* Return the new list link.
*/
struct ulist *
lnd_insque(struct lndstr *lp, struct emp_qelem *list)
{
struct ulist *mlp = malloc(sizeof(struct ulist));
mlp->chrp = (struct empobj_chr *)&lchr[lp->lnd_type];
mlp->unit.land = *lp;
mlp->mobil = lp->lnd_mobil;
emp_insque(&mlp->queue, list);
return mlp;
}
/* This function assumes that the list was created by lnd_sel */
void
lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
int *togetherp, natid actor)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *llp;
struct lndstr *lp;
struct sctstr sect;
coord allx;
coord ally;
int first = 1;
char mess[128];
*minmobp = 9876.0;
*maxmobp = -9876.0;
*togetherp = 1;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
lp = &llp->unit.land;
getland(lp->lnd_uid, lp);
if (lp->lnd_own != actor) {
mpr(actor, "%s was disbanded at %s\n",
prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor));
emp_remque(&llp->queue);
free(llp);
continue;
}
if (lp->lnd_ship >= 0) {
lnd_stays(actor, "is on a ship", llp);
continue;
}
if (lp->lnd_land >= 0) {
lnd_stays(actor, "is on a unit", llp);
continue;
}
if (!getsect(lp->lnd_x, lp->lnd_y, §)) {
lnd_stays(actor, "was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
continue;
}
if (!(lchr[lp->lnd_type].l_flags & L_SPY) &&
!(lchr[lp->lnd_type].l_flags & L_TRAIN) &&
lp->lnd_item[I_MILIT] == 0) {
lnd_stays(actor, "has no mil on it to guide it", llp);
continue;
}
if (relations_with(sect.sct_own, actor) != ALLIED &&
!(lchr[lp->lnd_type].l_flags & L_SPY) &&
sect.sct_own) {
sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
lnd_stays(actor, mess, llp);
continue;
}
if (first) {
allx = lp->lnd_x;
ally = lp->lnd_y;
first = 0;
}
if (lp->lnd_x != allx || lp->lnd_y != ally)
*togetherp = 0;
if (lp->lnd_mobil + 1 < (int)llp->mobil) {
llp->mobil = lp->lnd_mobil;
}
if (llp->mobil < *minmobp)
*minmobp = llp->mobil;
if (llp->mobil > *maxmobp)
*maxmobp = llp->mobil;
}
}
void
lnd_put(struct emp_qelem *list, natid actor)
{
struct emp_qelem *qp, *next;
struct ulist *llp;
struct lndstr *lp;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
lp = &llp->unit.land;
if (actor) {
mpr(actor, "%s stopped at %s\n",
prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor));
if (llp->mobil < -127)
llp->mobil = -127;
lp->lnd_mobil = llp->mobil;
}
putland(lp->lnd_uid, lp);
emp_remque(qp);
free(qp);
}
}
/*
* Sweep landmines with engineers in LAND_LIST for ACTOR.
* If EXPLICIT is non-zero, this is for an explicit sweep command from
* a player. Else it's an automatic "on the move" sweep.
* If TAKEMOB is non-zero, require and charge mobility.
*/
void
lnd_sweep(struct emp_qelem *land_list, int explicit, int takemob,
natid actor)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *llp;
struct sctstr sect;
int mines, m, max, sshells, lshells;
for (qp = land_list->q_back; qp != land_list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
if (!(((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)) {
if (explicit)
mpr(actor, "%s is not an engineer!\n",
prland(&llp->unit.land));
continue;
}
if (takemob && llp->mobil < 0.0) {
if (explicit)
lnd_stays(actor, "is out of mobility", llp);
continue;
}
getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
if (!explicit && relations_with(sect.sct_oldown, actor) == ALLIED)
continue;
if (SCT_MINES_ARE_SEAMINES(§)) {
if (explicit)
mpr(actor, "%s is in a %s sector. No landmines there!\n",
prland(&llp->unit.land), dchr[sect.sct_type].d_name);
continue;
}
if (takemob) {
llp->mobil -= lnd_pathcost(&llp->unit.land, 0.2);
llp->unit.land.lnd_mobil = (int)llp->mobil;
llp->unit.land.lnd_harden = 0;
}
putland(llp->unit.land.lnd_uid, &llp->unit.land);
if (!(mines = sect.sct_mines))
continue;
max = ((struct lchrstr *)llp->chrp)->l_item[I_SHELL];
lshells = llp->unit.land.lnd_item[I_SHELL];
sshells = sect.sct_item[I_SHELL];
for (m = 0; mines > 0 && m < max * 2; m++) {
if (chance(0.5 * ((struct lchrstr *)llp->chrp)->l_att)) {
mpr(actor, "Sweep...\n");
mines--;
if (lshells < max)
++lshells;
else if (sshells < ITEM_MAX)
++sshells;
}
}
sect.sct_mines = mines;
llp->unit.land.lnd_item[I_SHELL] = lshells;
sect.sct_item[I_SHELL] = sshells;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
putsect(§);
}
}
static int
contains_engineer(struct emp_qelem *list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *llp;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
return 1;
}
return 0;
}
int
lnd_check_mines(struct emp_qelem *land_list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *llp;
struct sctstr sect;
int stopping = 0;
int with_eng = contains_engineer(land_list);
for (qp = land_list->q_back; qp != land_list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
if (SCT_LANDMINES(§) == 0)
continue;
if (relations_with(sect.sct_oldown, llp->unit.land.lnd_own)
== ALLIED)
continue;
if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
lnd_hit_mine(&llp->unit.land);
sect.sct_mines--;
putsect(§);
putland(llp->unit.land.lnd_uid, &llp->unit.land);
if (!llp->unit.land.lnd_own) {
stopping = 1;
emp_remque(qp);
free(qp);
}
}
}
return stopping;
}
static void
lnd_stays(natid actor, char *str, struct ulist *llp)
{
mpr(actor, "%s %s & stays in %s\n",
prland(&llp->unit.land), str,
xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor));
if (llp->mobil < -127)
llp->mobil = -127;
llp->unit.land.lnd_mobil = llp->mobil;
lnd_delete(llp);
}
static int
lnd_count(struct emp_qelem *list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
int count = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
++count;
}
return count;
}
static int
lnd_damage(struct emp_qelem *list, int totdam)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *llp;
int dam;
int count;
if (!totdam || !(count = lnd_count(list)))
return 0;
dam = ldround((double)totdam / count, 1);
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
/* land unit might have changed (launched SAMs, collateral dmg) */
getland(llp->unit.land.lnd_uid, &llp->unit.land);
landdamage(&llp->unit.land, dam);
putland(llp->unit.land.lnd_uid, &llp->unit.land);
if (!llp->unit.land.lnd_own) {
emp_remque(qp);
free(qp);
}
}
return dam;
}
static int
lnd_easiest_target(struct emp_qelem *list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *llp;
int hard;
int easiest = 9876; /* things start great for victim */
int count = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
hard = lnd_hardtarget(&llp->unit.land);
if (hard < easiest)
easiest = hard; /* things get worse for victim */
++count;
}
return easiest - count;
}
static int
lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
natid victim)
{
int mindam = lnd_count(list) * 20;
int hardtarget = lnd_easiest_target(list);
int dam, newdam, sublaunch;
int stopping = 0;
struct plist *plp;
struct emp_qelem msl_list, *qp, *newqp;
msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
dam = 0;
for (qp = msl_list.q_back; qp != &msl_list; qp = newqp) {
newqp = qp->q_back;
plp = (struct plist *)qp;
if (dam < mindam && mission_pln_equip(plp, NULL, 'p') >= 0) {
if (msl_launch(&plp->plane, EF_LAND, "troops",
newx, newy, victim, &sublaunch) < 0)
goto use_up_msl;
stopping = 1;
if (msl_hit(&plp->plane, hardtarget, EF_LAND,
N_LND_MISS, N_LND_SMISS, sublaunch, victim)) {
newdam = pln_damage(&plp->plane, 'p', 1);
dam += newdam;
} else {
newdam = pln_damage(&plp->plane, 'p', 0);
collateral_damage(newx, newy, newdam);
}
use_up_msl:
plp->plane.pln_effic = 0;
putplane(plp->plane.pln_uid, &plp->plane);
}
emp_remque(qp);
free(qp);
}
if (dam) {
mpr(victim, "missile interdiction mission does %d damage!\n", dam);
collateral_damage(newx, newy, dam);
lnd_damage(list, dam);
}
return stopping;
}
#if 0
/* Steve M. - commented out for now until abuse is decided upon */
/* risner: allow forts to interdict land units. */
static int
lnd_fort_interdiction(struct emp_qelem *list,
coord newx, coord newy, natid victim)
{
struct nstr_sect ns;
struct sctstr fsect;
int trange, range;
int dam;
int stopping = 0;
int totdam = 0;
snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
while (nxtsct(&ns, &fsect)) {
if (fsect.sct_own == 0)
continue;
if (relations_with(fsect.sct_own, victim) >= NEUTRAL)
continue;
range = roundrange(fortrange(&fsect));
trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
if (trange > range)
continue;
dam = fort_fire(&fsect);
putsect(&fsect);
if (dam < 0)
continue;
stopping = 1;
totdam += dam;
mpr(victim, "Incoming fire does %d damage!\n", dam);
wu(0, fsect.sct_own,
"%s fires at %s land units in %s for %d!\n",
xyas(fsect.sct_x, fsect.sct_y,
fsect.sct_own),
cname(victim), xyas(newx, newy, fsect.sct_own), dam);
nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
}
if (totdam > 0)
lnd_damage(list, totdam);
return stopping;
}
#endif
static int
lnd_mission_interdiction(struct emp_qelem *list, coord x, coord y,
natid victim)
{
int dam;
dam = unit_interdict(x, y, victim, "land units",
lnd_easiest_target(list),
MI_INTERDICT);
if (dam >= 0)
lnd_damage(list, dam);
return dam >= 0;
}
int
lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
{
int stopping = 0;
#if 0
if (!opt_NO_FORT_FIRE)
/* Steve M. - commented out for now until abuse is decided upon */
stopping |= lnd_fort_interdiction(list, newx, newy, victim);
#endif
stopping |= lnd_mission_interdiction(list, newx, newy, victim);
stopping |= lnd_missile_interdiction(list, newx, newy, victim);
return stopping;
}
/* high value of hardtarget is harder to hit */
int
lnd_hardtarget(struct lndstr *lp)
{
struct sctstr sect;
getsect(lp->lnd_x, lp->lnd_y, §);
return (int)((lp->lnd_effic / 100.0) *
(10 + dchr[sect.sct_type].d_dstr * 2 + lnd_spd(lp) / 2.0
- lnd_vis(lp)));
}
static int
lnd_hit_mine(struct lndstr *lp)
{
int m;
mpr(lp->lnd_own, "Blammo! Landmines detected in %s!\n",
xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
m = MINE_LDAMAGE();
if (lchr[lp->lnd_type].l_flags & L_ENGINEER)
m /= 2;
landdamage(lp, m);
return m;
}
double
lnd_pathcost(struct lndstr *lp, double pathcost)
{
double effspd;
effspd = lnd_spd(lp);
if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
effspd *= lp->lnd_effic * 0.01;
/*
* The return value must be PATHCOST times a factor that depends
* only on the land unit. Anything else breaks path finding. In
* particular, you can't add or enforce a minimum cost here. Do
* it in sector_mcost().
*/
return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech);
}
int
lnd_mobtype(struct lndstr *lp)
{
return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
? MOB_RAIL : MOB_MARCH;
}
double
lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
{
return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
}
int
lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
int together)
{
struct sctstr sect, osect;
struct emp_qelem *qp;
struct emp_qelem *qp2;
struct emp_qelem *next;
struct ulist *llp;
struct emp_qelem cur, done;
coord dx;
coord dy;
coord newx;
coord newy;
int stopping = 0;
int visible;
int stop;
char dp[80];
int rel;
int oldown;
if (dir <= DIR_STOP || dir >= DIR_VIEW) {
lnd_put(list, actor);
return 1;
}
dx = diroff[dir][0];
dy = diroff[dir][1];
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
oldown = osect.sct_own;
newx = xnorm(llp->unit.land.lnd_x + dx);
newy = ynorm(llp->unit.land.lnd_y + dy);
getsect(newx, newy, §);
rel = relations_with(sect.sct_own, actor);
if ((rel != ALLIED &&
!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
sect.sct_own) || (sect.sct_type == SCT_WATER ||
sect.sct_type == SCT_SANCT ||
sect.sct_type == SCT_WASTE)) {
if (together) {
mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
return 1;
} else {
sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
lnd_stays(actor, dp, llp);
continue;
}
}
if (!SCT_HAS_RAIL(§)
&& lnd_mobtype(&llp->unit.land) == MOB_RAIL) {
if (together) {
mpr(actor, "no rail system in %s\n",
xyas(newx, newy, actor));
return 1;
} else {
sprintf(dp, "has no rail system in %s",
xyas(newx, newy, actor));
lnd_stays(actor, dp, llp);
continue;
}
}
/* Note we check would_abandon first because we don't want
to always have to do these checks */
if (would_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
stop = 0;
if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
stop = 1;
}
/* now check stuff */
if (!check_sect_ok(§))
return 1;
if (!check_sect_ok(&osect))
return 1;
for (qp2 = list->q_back; qp2 != list; qp2 = qp2->q_back) {
if (!check_land_ok(&((struct ulist *)qp2)->unit.land))
return 1;
}
if (stop) {
lnd_stays(actor, "stops", llp);
continue;
}
}
if (llp->mobil <= 0.0) {
lnd_stays(actor, "is out of mobility", llp);
continue;
}
llp->unit.land.lnd_x = newx;
llp->unit.land.lnd_y = newy;
llp->mobil -= lnd_mobcost(&llp->unit.land, §);
llp->unit.land.lnd_mobil = (int)llp->mobil;
llp->unit.land.lnd_harden = 0;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
putsect(&osect);
getsect(osect.sct_x, osect.sct_y, &osect);
if (osect.sct_own != oldown && oldown == actor) {
/* It was your sector, now it's not. Simple :) */
mpr(actor, "You no longer own %s\n",
xyas(osect.sct_x, osect.sct_y, actor));
}
if (rel != ALLIED && sect.sct_own) { /* must be a spy */
/* Always a 10% chance of getting caught. */
if (chance(LND_SPY_DETECT_CHANCE(llp->unit.land.lnd_effic))) {
if (rel == NEUTRAL || rel == FRIENDLY) {
wu(0, sect.sct_own,
"%s unit spotted in %s\n", cname(actor),
xyas(sect.sct_x, sect.sct_y, sect.sct_own));
setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
} else if (rel <= HOSTILE) {
wu(0, sect.sct_own,
"%s spy shot in %s\n", cname(actor),
xyas(sect.sct_x, sect.sct_y, sect.sct_own));
mpr(actor, "%s was shot and killed.\n",
prland(&llp->unit.land));
llp->unit.land.lnd_effic = 0;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
lnd_delete(llp);
}
}
}
}
if (QEMPTY(list))
return stopping;
lnd_sweep(list, 0, 1, actor);
stopping |= lnd_check_mines(list);
if (QEMPTY(list))
return stopping;
/* interdict land units sector by sector */
emp_initque(&cur);
emp_initque(&done);
while (!QEMPTY(list)) {
llp = (struct ulist *)list->q_back;
newx = llp->unit.land.lnd_x;
newy = llp->unit.land.lnd_y;
/* move units in NEWX,NEWY to cur */
visible = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
if (llp->unit.land.lnd_x == newx && llp->unit.land.lnd_y == newy) {
emp_remque(qp);
emp_insque(qp, &cur);
if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
visible = 1;
}
}
/* interdict them */
if (visible)
stopping |= lnd_interdict(&cur, newx, newy, actor);
/* move survivors to done */
for (qp = cur.q_back; qp != &cur; qp = next) {
next = qp->q_back;
emp_remque(qp);
emp_insque(qp, &done);
}
}
/* assign surviving land units back to list */
emp_insque(list, &done);
emp_remque(&done);
return stopping;
}
/*
* Fire land unit support against VICTIM for ATTACKER, at X,Y.
* If DEFENDING, this is defensive support, else offensive support.
* Return total damage.
*/
int
lnd_support(natid victim, natid attacker, coord x, coord y, int defending)
{
struct nstr_item ni;
struct lndstr land;
int dam, dam2;
int dist;
int range;
dam = 0;
snxtitem_all(&ni, EF_LAND);
while (nxtitem(&ni, &land)) {
if ((land.lnd_x == x) && (land.lnd_y == y))
continue;
if (!feels_like_helping(land.lnd_own, attacker, victim))
continue;
/* are we in range? */
dist = mapdist(land.lnd_x, land.lnd_y, x, y);
range = roundrange(lnd_fire_range(&land));
if (dist > range)
continue;
dam2 = lnd_fire(&land);
putland(land.lnd_uid, &land);
if (dam2 < 0)
continue;
if (defending)
nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
else
nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
if (pct_chance(lnd_acc(&land) - 1))
dam2 /= 2;
dam += dam2;
if (land.lnd_own != attacker)
wu(0, land.lnd_own,
"%s supported %s at %s\n",
prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
}
return dam;
}
int
lnd_can_attack(struct lndstr *lp)
{
struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
if (lcp->l_flags & L_SUPPLY)
return 0;
return 1;
}
/*
* Increase fortification value of LP.
* Fortification costs mobility. Use up to MOB mobility.
* Return actual fortification increase.
*/
int
lnd_fortify(struct lndstr *lp, int mob)
{
int hard_amt;
double mob_used, mult;
if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
return 0;
mob_used = MIN(lp->lnd_mobil, mob);
if (mob_used < 0)
return 0;
mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own)
? 1.5 : 1.0;
hard_amt = (int)(mob_used * mult);
if (lp->lnd_harden + hard_amt > land_mob_max) {
hard_amt = land_mob_max - lp->lnd_harden;
mob_used = ceil(hard_amt / mult);
}
lp->lnd_mobil -= (int)mob_used;
lp->lnd_harden += hard_amt;
lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
return hard_amt;
}
/*
* Is there a engineer unit at X,Y that can help nation CN?
*/
static int
has_helpful_engineer(coord x, coord y, natid cn)
{
struct nstr_item ni;
struct lndstr land;
snxtitem_xy(&ni, EF_LAND, x, y);
while (nxtitem(&ni, &land)) {
if (relations_with(land.lnd_own, cn) != ALLIED)
continue;
if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
return 1;
}
return 0;
}
/*
* Set LP's tech to TLEV along with everything else that depends on it.
*/
void
lnd_set_tech(struct lndstr *lp, int tlev)
{
struct lchrstr *lcp = lchr + lp->lnd_type;
if (CANT_HAPPEN(tlev < lcp->l_tech))
tlev = lcp->l_tech;
lp->lnd_tech = tlev;
}