/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1996-2000
+ * Markus Armbruster, 2006
*/
#include <config.h>
+#include <ctype.h>
#include <math.h>
-#include "misc.h"
-#include "player.h"
+#include "combat.h"
#include "file.h"
-#include "plague.h"
-#include "sect.h"
-#include "ship.h"
-#include "path.h"
-#include "news.h"
-#include "treaty.h"
-#include "nat.h"
-#include "xy.h"
-#include "land.h"
-#include "nsc.h"
+#include "map.h"
+#include "misc.h"
#include "mission.h"
-#include "combat.h"
-#include "item.h"
+#include "nsc.h"
#include "optlist.h"
+#include "path.h"
+#include "plague.h"
+#include "player.h"
#include "prototypes.h"
+#include "xy.h"
+#include "empobj.h"
+#include "unit.h"
#define CASUALTY_LUMP 1 /* How big casualty chunks should be */
static void ask_olist(int combat_mode, struct combat *off,
struct combat *def, struct emp_qelem *olist,
char *land_answer, int *a_spyp, int *a_engineerp);
-static void take_move_in_mob(int combat_mode, struct llist *llp,
+static void take_move_in_mob(int combat_mode, struct ulist *llp,
struct combat *off, struct combat *def);
static void move_in_land(int combat_mode, struct combat *off,
struct emp_qelem *olist, struct combat *def);
static int land_board_abort(struct combat *off, struct combat *def);
static int ask_off(int combat_mode, struct combat *off,
struct combat *def);
-static int get_dlist(struct combat *def, struct emp_qelem *list, int a_spy,
- int *d_spyp);
+static void get_dlist(struct combat *def, struct emp_qelem *list, int a_spy,
+ int *d_spyp);
static int get_ototal(int combat_mode, struct combat *off,
struct emp_qelem *olist, double osupport, int check);
static int get_dtotal(struct combat *def, struct emp_qelem *list,
struct combat *off, struct combat *def);
static int get_land(int combat_mode, struct combat *def, int uid,
- struct llist *llp, int victim_land);
+ struct ulist *llp, int victim_land);
char *att_mode[] = {
/* must match combat types in combat.h */
* the type of the object is determined by combat->type which can take the
* values EF_SECTOR, EF_SHIP, EF_PLANE, or EF_BAD. Another important parameter
* which is often passed to these functions is combat_mode. This can take
- * the value A_DEFENSE, A_ATTACK, A_ASSAULT, A_PARA, A_BOARD and A_LBOARD.
+ * the value A_DEFEND, A_ATTACK, A_ASSAULT, A_PARA, A_BOARD and A_LBOARD.
* As these six modes of being in combat affect things like mobcost and combat
* value, there are often switches made on combat_mode. Note that in all cases
* no mobility is taken from sectors, ships, or land units until the player
sect.sct_type = com->sct_type;
deff = sect.sct_effic - com->eff;
if (deff > 0) {
- sect.sct_road -= (sect.sct_road * deff / 100.0);
- sect.sct_rail -= (sect.sct_rail * deff / 100.0);
- sect.sct_defense -= (sect.sct_defense * deff / 100.0);
+ sect.sct_road -= sect.sct_road * deff / 100.0;
+ sect.sct_rail -= sect.sct_rail * deff / 100.0;
+ sect.sct_defense -= sect.sct_defense * deff / 100.0;
if (sect.sct_road <= 0)
sect.sct_road = 0;
if (sect.sct_rail <= 0)
return land_board_abort(off, def);
}
- if (off && def->sct_dcp->d_mcst <= 0) {
+ if (off && def->sct_dcp->d_mob0 < 0) {
pr("You can't %s a %s sector!\n",
att_mode[combat_mode], def->sct_dcp->d_name);
return abort_attack();
return 0;
}
+/*
+ * Return path cost for ATTACKER to enter sector given by DEF.
+ * MOBTYPE is a mobility type accepted by sector_mcost().
+ */
+static double
+att_mobcost(natid attacker, struct combat *def, int mobtype)
+{
+ struct sctstr sect;
+ int ok;
+
+ if (CANT_HAPPEN(def->type != EF_SECTOR))
+ return -1.0;
+ ok = getsect(def->x, def->y, §);
+ if (CANT_HAPPEN(!ok))
+ return -1.0;
+
+ /*
+ * We want the cost to move/march into the sector. If we just
+ * called sector_mcost(), we'd get the defender's cost. The
+ * attacker's cost is higher unless he's the old-owner. Note: if
+ * there are no civilians, a victorious attacker will become the
+ * old-owner. But he isn't now.
+ */
+ sect.sct_own = attacker;
+ sect.sct_mobil = 0;
+ return sector_mcost(§, mobtype);
+}
+
/* How many mil is off allowed to attack with when it attacks def? */
static int
get_mob_support(int combat_mode, struct combat *off, struct combat *def)
{
int mob_support;
+ double mobcost;
switch (combat_mode) {
case A_ATTACK:
- mob_support = off->mob / sector_mcost(getsectp(def->x, def->y),
- MOB_ROAD);
- if (mob_support < 0)
- mob_support = 0;
-/* mob_support = off->mob / sector_mcost(def->sct_type, def->eff);*/
+ mobcost = att_mobcost(off->own, def, MOB_MOVE);
+ if (mobcost < 0 || off->mob <= 0)
+ return 0;
+ mob_support = off->mob / mobcost;
if (mob_support < off->troops)
- pr("Sector %s has %d mobility which can only support %d mil,\n", xyas(off->x, off->y, player->cnum), off->mob, mob_support);
+ pr("Sector %s has %d mobility which can only support %d mil,\n",
+ xyas(off->x, off->y, player->cnum), off->mob, mob_support);
else
mob_support = off->troops;
return mob_support;
return;
switch (combat_mode) {
case A_ATTACK:
- off->mobcost +=
- MAX(1,
- (int)(attacking_mil *
- sector_mcost(getsectp(def->x, def->y), MOB_ROAD)));
+ off->mobcost += MAX(1,
+ (int)(attacking_mil
+ * att_mobcost(off->own, def, MOB_MOVE)));
break;
case A_LBOARD:
off->mobcost += MAX(1, attacking_mil / 5);
char buf[1024];
char *p;
- if (army == ' ')
+ if (!army)
army = '~';
for (;;) {
p = getstring(prompt, buf);
struct nstr_item ni;
struct lndstr land;
double mobcost;
- struct llist *llp;
+ struct ulist *llp;
struct lchrstr *lcp;
- int att_val;
+ double att_val;
int count = 0;
int maxland = 0;
int first_time = 1;
}
switch (combat_mode) {
case A_ATTACK:
- mobcost =
- lnd_mobcost(&land, getsectp(def->x, def->y), MOB_NONE);
- if (land.lnd_mobil < mobcost) {
- pr("%s does not have enough mobility (%d needed)\n",
- prland(&land), (int)ceil(mobcost));
- continue;
+ /*
+ * We used to let land units attack only if they have the
+ * mobility consumed by the attack, not counting combat
+ * and moving in to occupy. Making sure your land units
+ * reach attack positions with enough mobility left is a
+ * pain in the neck. We now require positive mobility,
+ * just like for marching. Except we don't allow rushing
+ * of high-mobility sectors (mountains): for those we
+ * still require attack mobility.
+ */
+ mobcost = att_mobcost(off->own, def, lnd_mobtype(&land));
+ if (mobcost < 1.0) {
+ if (land.lnd_mobil <= 0) {
+ pr("%s is out of mobility\n", prland(&land));
+ continue;
+ }
+ } else {
+ mobcost = lnd_pathcost(&land, mobcost);
+ if (land.lnd_mobil < mobcost) {
+ pr("%s does not have enough mobility (%d needed)\n",
+ prland(&land), (int)ceil(mobcost));
+ continue;
+ }
}
break;
case A_ASSAULT:
mobcost = 0;
if (!(lcp->l_flags & L_ASSAULT))
continue;
+ break;
default:
CANT_REACH();
return;
}
att_val = attack_val(combat_mode, &land);
- if (!att_val) {
+ if (att_val < 1.0) {
pr("%s has no offensive strength\n", prland(&land));
continue;
}
first_time = 0;
pr("You may board with a maximum of %d land units\n", maxland);
}
- pr("%s has a base %s value of %d\n",
+ pr("%s has a base %s value of %.0f\n",
prland(&land), att_mode[combat_mode], att_val);
if (land_answer[(int)land.lnd_army] != 'Y') {
sprintf(prompt,
att_mode[combat_mode],
prland(&land),
prcom(1, off),
- land.lnd_army == ' ' ? '~' : land.lnd_army,
+ land.lnd_army ? land.lnd_army : '~',
land.lnd_effic);
land_answer[(int)land.lnd_army] =
att_prompt(prompt, land.lnd_army);
land_answer[(int)land.lnd_army] != 'Y')
continue;
}
- if (!(llp = malloc(sizeof(struct llist)))) {
+ if (!(llp = malloc(sizeof(struct ulist)))) {
logerror("Malloc failed in attack!\n");
abort_attack();
return;
}
- memset(llp, 0, sizeof(struct llist));
+ memset(llp, 0, sizeof(struct ulist));
emp_insque(&llp->queue, olist);
llp->mobil = mobcost;
if (!get_land(combat_mode, def, land.lnd_uid, llp, 0))
continue;
if (lnd_spyval(&land) > *a_spyp)
*a_spyp = lnd_spyval(&land);
- if (llp->lcp->l_flags & L_ENGINEER)
+ if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
++*a_engineerp;
if (def->type == EF_SHIP && ++count >= maxland)
break;
eff = 1.0 + ((str - 1.0) * eff);
} else
eff = sector_strength(getsectp(com->x, com->y));
-/* str = com->sct_dcp->d_dstr;*/
} else if (com->type == EF_SHIP && com->own != player->cnum) {
getship(com->shp_uid, &ship);
- eff = (1.0 + ship.shp_armor / 100.0);
+ eff = 1.0 + ship.shp_armor / 100.0;
}
return eff;
}
-/*
- * Estimate the defense strength and give the attacker a chance to abort
- * if the odds are less than 50%
- */
int
att_get_offense(int combat_mode, struct combat *off,
struct emp_qelem *olist, struct combat *def)
{
int d_spy = 0;
struct emp_qelem *qp;
- struct llist *llp;
+ struct ulist *llp;
int dtotal;
int old_dtotal;
att_reacting_units(def, dlist, a_spy, &d_spy, ototal);
for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
- llp = (struct llist *)qp;
- intelligence_report(def->own, &llp->land, d_spy,
+ llp = (struct ulist *)qp;
+ intelligence_report(def->own, &llp->unit.land, d_spy,
"Scouts report attacking unit:");
}
/* Get the defensive land units in the sector or on the ship */
-static int
+static void
get_dlist(struct combat *def, struct emp_qelem *list, int a_spy,
int *d_spyp)
{
struct nstr_item ni;
- struct llist *llp;
+ struct ulist *llp;
struct lndstr land;
- int estimate = 0;
/* In here is where you need to take out spies and trains from the defending
lists. Spies try to hide, trains get trapped and can be boarded. */
if (def->type == EF_LAND && land.lnd_land != def->lnd_uid)
continue;
if (!list) { /* Just estimating the enemy strength */
- estimate += intelligence_report(player->cnum,
- &land, a_spy,
- "Scouts report defending unit:");
+ intelligence_report(player->cnum, &land, a_spy,
+ "Scouts report defending unit:");
continue;
}
- if (!(llp = malloc(sizeof(struct llist)))) {
+ if (!(llp = malloc(sizeof(struct ulist)))) {
logerror("Malloc failed in attack!\n");
abort_attack();
- return 0;
+ return;
}
- memset(llp, 0, sizeof(struct llist));
+ memset(llp, 0, sizeof(struct ulist));
emp_insque(&llp->queue, list);
llp->supplied = has_supply(&land);
if (!get_land(A_DEFEND, def, land.lnd_uid, llp, 1))
if (lnd_spyval(&land) > *d_spyp)
*d_spyp = lnd_spyval(&land);
}
- return estimate;
}
/* Calculate the total offensive strength */
{
double ototal = 0.0;
struct emp_qelem *qp, *next;
- struct llist *llp;
+ struct ulist *llp;
int n, w;
/*
for (qp = olist->q_forw; qp != olist; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
- if (check && !get_land(combat_mode, 0, llp->land.lnd_uid, llp, 0))
+ llp = (struct ulist *)qp;
+ if (check && !get_land(combat_mode, 0, llp->unit.land.lnd_uid, llp, 0))
continue;
if (combat_mode == A_ATTACK) {
w = -1;
for (n = 0; n <= off->last; ++n) {
if (off[n].type == EF_BAD)
continue;
- if ((off[n].x == llp->land.lnd_x) &&
- (off[n].y == llp->land.lnd_y))
+ if ((off[n].x == llp->unit.land.lnd_x) &&
+ (off[n].y == llp->unit.land.lnd_y))
w = n;
}
if (w < 0) {
lnd_delete(llp, "is in a sector not owned by you");
continue;
}
- ototal += attack_val(combat_mode, &llp->land) *
+ ototal += attack_val(combat_mode, &llp->unit.land) *
att_combat_eff(off + w);
} else {
- ototal += attack_val(combat_mode, &llp->land);
+ ototal += attack_val(combat_mode, &llp->unit.land);
}
}
ototal *= osupport;
{
double dtotal = 0.0, eff = 1.0, d_unit;
struct emp_qelem *qp, *next;
- struct llist *llp;
+ struct ulist *llp;
if (check && att_get_combat(def, 1) < 0)
return 0;
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
- d_unit = 0.0;
- if (check && !get_land(A_DEFEND, def, llp->land.lnd_uid, llp, 1))
+ llp = (struct ulist *)qp;
+ if (check && !get_land(A_DEFEND, def, llp->unit.land.lnd_uid, llp, 1))
continue;
- d_unit = defense_val(&llp->land);
+ d_unit = defense_val(&llp->unit.land);
if (!llp->supplied)
d_unit /= 2.0;
dtotal += d_unit * eff;
*/
static int
-get_land(int combat_mode, struct combat *def, int uid, struct llist *llp,
+get_land(int combat_mode, struct combat *def, int uid, struct ulist *llp,
int victim_land)
{
- struct lndstr *lp = &llp->land;
+ struct lndstr *lp = &llp->unit.land;
char buf[512];
getland(uid, lp);
- if (!llp->lcp) { /* first time */
- llp->x = llp->land.lnd_x;
- llp->y = llp->land.lnd_y;
- llp->lcp = &lchr[(int)llp->land.lnd_type];
+ if (!llp->chrp) { /* first time */
+ llp->x = llp->unit.land.lnd_x;
+ llp->y = llp->unit.land.lnd_y;
+ llp->chrp = (struct empobj_chr *)&lchr[(int)llp->unit.land.lnd_type];
} else { /* not first time */
if (lp->lnd_effic < LAND_MINEFF) {
sprintf(buf, "was destroyed and is no longer a part of the %s",
}
}
}
- llp->eff = llp->land.lnd_effic;
+ llp->eff = llp->unit.land.lnd_effic;
return 1;
}
kill_land(struct emp_qelem *list)
{
struct emp_qelem *qp, *next;
- struct llist *llp;
+ struct ulist *llp;
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
- if (llp->land.lnd_ship >= 0) {
- llp->land.lnd_effic = 0;
+ llp = (struct ulist *)qp;
+ if (llp->unit.land.lnd_ship >= 0) {
+ llp->unit.land.lnd_effic = 0;
lnd_delete(llp, "cannot return to the ship, and dies!");
}
}
att_infect_units(struct emp_qelem *list, int plague)
{
struct emp_qelem *qp, *next;
- struct llist *llp;
+ struct ulist *llp;
if (!plague)
return;
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
- if (llp->land.lnd_pstage == PLG_HEALTHY)
- llp->land.lnd_pstage = PLG_EXPOSED;
+ llp = (struct ulist *)qp;
+ if (llp->unit.land.lnd_pstage == PLG_HEALTHY)
+ llp->unit.land.lnd_pstage = PLG_EXPOSED;
}
}
put_land(struct emp_qelem *list)
{
struct emp_qelem *qp, *next;
- struct llist *llp;
+ struct ulist *llp;
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
- llp->land.lnd_mission = 0;
- llp->land.lnd_harden = 0;
- llp->land.lnd_mobil -= (int)llp->mobil;
+ llp = (struct ulist *)qp;
+ llp->unit.land.lnd_mission = 0;
+ llp->unit.land.lnd_harden = 0;
+ llp->unit.land.lnd_mobil -= (int)llp->mobil;
llp->mobil = 0.0;
- putland(llp->land.lnd_uid, &llp->land);
- if (llp->land.lnd_own != player->cnum) {
+ putland(llp->unit.land.lnd_uid, &llp->unit.land);
+ if (llp->unit.land.lnd_own != player->cnum) {
emp_remque((struct emp_qelem *)llp);
free(llp);
} else
- get_land(A_ATTACK, 0, llp->land.lnd_uid, llp, 0);
+ get_land(A_ATTACK, 0, llp->unit.land.lnd_uid, llp, 0);
}
}
* Note that the "strength" command also calls this routine.
*/
-int
+double
att_reacting_units(struct combat *def, struct emp_qelem *list, int a_spy,
int *d_spyp, int ototal)
{
struct nstr_item ni;
struct lndstr land;
struct sctstr sect, dsect;
- struct llist *llp;
+ struct ulist *llp;
int dtotal;
- int new_land = 0;
+ double new_land = 0;
double mobcost;
- double move_cost;
+ double pathcost;
int dist;
int radius;
int origx, origy;
double eff = att_combat_eff(def);
char buf[1024];
- /*
- *
- * All units that are within their reaction radius and not damaged
- * below their morale value now get to react to the threatened sect.
- * Once we've sent enough to counter the threat, stop sending them.
- *
- * Not anymore. All units get to react. :)
- */
-
if (list)
dtotal = get_dtotal(def, list, 1.0, 1);
else
dtotal = 0;
snxtitem_all(&ni, EF_LAND);
- while (nxtitem(&ni, &land) &&
- (dtotal + new_land * eff < (int)(1.2 * ototal))) {
+ while (nxtitem(&ni, &land) && dtotal + new_land * eff < 1.2 * ototal) {
if (!land.lnd_own)
continue;
if (!land.lnd_rad_max)
continue;
if (land.lnd_ship >= 0)
continue;
- if (!defense_val(&land))
+ if (land.lnd_land >= 0)
+ continue;
+ if (defense_val(&land) < 1.0)
continue;
-/*
- if (land.lnd_effic <= land.lnd_retreat)
- continue;
- */
if (!lnd_can_attack(&land))
continue;
continue;
getsect(def->x, def->y, &dsect);
- if (!BestLandPath(buf, §, &dsect, &move_cost, MOB_ROAD))
+ if (!BestLandPath(buf, §, &dsect, &pathcost,
+ lnd_mobtype(&land)))
continue;
- mobcost = land.lnd_effic * 0.01 * lchr[(int)land.lnd_type].l_spd;
- if (mobcost < 0.01)
- mobcost = 0.01;
- mobcost = 480.0 / (mobcost + techfact(land.lnd_tech, mobcost));
- mobcost *= move_cost * 5.0;
-
+ mobcost = lnd_pathcost(&land, pathcost);
if (land.lnd_mobil < mobcost)
continue;
wu(0, land.lnd_own, "%s reacts to %s.\n",
prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
- llp = (struct llist *)
- malloc(sizeof(struct llist));
+ llp = malloc(sizeof(struct ulist));
- memset(llp, 0, sizeof(struct llist));
+ memset(llp, 0, sizeof(struct ulist));
llp->supplied = 1;
llp->x = origx;
llp->y = origy;
- llp->lcp = &lchr[(int)land.lnd_type];
- llp->land = land;
+ llp->chrp = (struct empobj_chr *)&lchr[(int)land.lnd_type];
+ llp->unit.land = land;
emp_insque(&llp->queue, list);
if (lnd_spyval(&land) > *d_spyp)
*d_spyp = lnd_spyval(&land);
/*
* I need to put a 1 at the end of the next four total_stren calls
- * becauase units & mil may have been damaged by collateral damage or
- * neclear warheads from the offensive & defensive support.
+ * because units & mil may have been damaged by collateral damage or
+ * nuclear warheads from the offensive & defensive support.
*/
ototal = get_ototal(combat_mode, off, olist, *osupportp, 1);
int n;
int bodies = 0;
struct emp_qelem *qp;
- struct llist *llp;
+ struct ulist *llp;
for (n = 0; n <= off->last; ++n)
bodies += off[n].troops;
for (qp = list->q_forw; qp != list; qp = qp->q_forw) {
- llp = (struct llist *)qp;
- bodies += llp->land.lnd_item[I_MILIT];
+ llp = (struct ulist *)qp;
+ bodies += llp->unit.land.lnd_item[I_MILIT];
}
return bodies;
}
int news_item;
int recalctime;
double odds;
+ int newmob;
char *action;
ototal = get_ototal(combat_mode, off, olist, osupport,
def->mil = 0;
else {
if (def->type == EF_SECTOR && d_mil && d_cas) {
- int tmob;
-
- /* Make sure we use a positive mobility here */
- tmob = ((def->mob < 0) ? -(def->mob) : (def->mob));
- def->mobcost =
- MIN(20, MIN(1, tmob - damage(tmob, 100 * d_cas / d_mil)));
+ if (def->mob < 0)
+ def->mobcost = 0;
+ else {
+ newmob = damage(def->mob, 100 * d_cas / d_mil);
+ def->mobcost = MIN(20, def->mob - newmob);
+ }
}
def->mil = def->troops;
}
/* update attack mobility & mil */
for (n = 0; n <= off->last; ++n)
if (off[n].type != EF_BAD && off[n].troops < a_troops[n]) {
- if (off[n].type == EF_SECTOR && off[n].mil)
- off[n].mobcost +=
- MIN(20,
- off[n].mob - damage(off[n].mob,
- 100 * (a_troops[n] - off[n].troops)
- / off[n].mil));
+ if (off[n].type == EF_SECTOR && off[n].mil) {
+ if (!CANT_HAPPEN(off[n].mob < 0)) {
+ newmob = damage(off[n].mob,
+ 100 * (a_troops[n] - off[n].troops)
+ / off[n].mil);
+ off[n].mobcost += MIN(20, off[n].mob - newmob);
+ }
+ }
off[n].mil -= a_troops[n] - off[n].troops;
}
int biggest_troops = 0, index = -1;
int n, tot_troops = 0, biggest_mil, cas;
struct emp_qelem *qp, *biggest;
- struct llist *llp;
+ struct ulist *llp;
for (n = 0; n <= off->last; ++n) {
if (off[n].type != EF_BAD) {
biggest = NULL;
biggest_mil = -1;
for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
- llp = (struct llist *)qp;
+ llp = (struct ulist *)qp;
- if (llp->land.lnd_item[I_MILIT] > biggest_mil) {
- biggest_mil = llp->land.lnd_item[I_MILIT];
+ if (llp->unit.land.lnd_item[I_MILIT] > biggest_mil) {
+ biggest_mil = llp->unit.land.lnd_item[I_MILIT];
biggest = qp;
}
}
if (biggest == NULL)
return CASUALTY_LUMP - to_take;
- llp = (struct llist *)biggest;
+ llp = (struct ulist *)biggest;
cas = lnd_take_casualty(combat_mode, llp, to_take);
return CASUALTY_LUMP - (to_take - cas);
}
send_reacting_units_home(struct emp_qelem *list)
{
struct emp_qelem *qp, *next;
- struct llist *llp;
+ struct ulist *llp;
char buf[1024];
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
- if ((llp->land.lnd_x != llp->x) || (llp->land.lnd_y != llp->y)) {
+ llp = (struct ulist *)qp;
+ if ((llp->unit.land.lnd_x != llp->x) ||
+ (llp->unit.land.lnd_y != llp->y)) {
sprintf(buf, "returns to %s",
- xyas(llp->x, llp->y, llp->land.lnd_own));
- llp->land.lnd_x = llp->x;
- llp->land.lnd_y = llp->y;
+ xyas(llp->x, llp->y, llp->unit.land.lnd_own));
+ llp->unit.land.lnd_x = llp->x;
+ llp->unit.land.lnd_y = llp->y;
lnd_delete(llp, buf);
}
}
{
int n;
int occuppied = 0;
- struct llist *llp, *delete_me = 0;
+ struct ulist *llp, *delete_me = 0;
char buf[1024];
struct sctstr sect;
struct shpstr ship;
pr_com(2, def, def->own));
return 0;
} else {
- llp = (struct llist *)list->q_forw;
- llp->land.lnd_x = def->x;
- llp->land.lnd_y = def->y;
+ llp = (struct ulist *)list->q_forw;
+ llp->unit.land.lnd_x = def->x;
+ llp->unit.land.lnd_y = def->y;
take_move_in_mob(combat_mode, llp, off, def);
if (def->type == EF_SHIP) {
- llp->land.lnd_ship = def->shp_uid;
+ llp->unit.land.lnd_ship = def->shp_uid;
sprintf(buf, "boards %s", prcom(0, def));
delete_me = llp;
} else {
- llp->land.lnd_ship = -1;
+ llp->unit.land.lnd_ship = -1;
sprintf(buf, "moves in to occupy %s",
xyas(def->x, def->y, player->cnum));
lnd_delete(llp, buf);
{
int n;
struct emp_qelem *qp, *next;
- struct llist *llp;
+ struct ulist *llp;
char buf[512];
char prompt[512];
char land_answer[256];
memset(land_answer, 0, sizeof(land_answer));
for (qp = olist->q_forw; qp != olist; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
- answerp = &land_answer[(int)llp->land.lnd_army];
+ llp = (struct ulist *)qp;
+ answerp = &land_answer[(int)llp->unit.land.lnd_army];
if (player->aborted || att_get_combat(def, 0) < 0)
*answerp = 'N';
if (*answerp == 'Y')
continue;
if (*answerp != 'N') {
- if (!get_land(A_ATTACK, def, llp->land.lnd_uid, llp, 0))
+ if (!get_land(A_ATTACK, def, llp->unit.land.lnd_uid, llp, 0))
continue;
sprintf(prompt, "Move in with %s (%c %d%%) [ynYNq?] ",
- prland(&llp->land),
- llp->land.lnd_army == ' ' ? '~' : llp->land.lnd_army,
- llp->land.lnd_effic);
- *answerp = att_prompt(prompt, llp->land.lnd_army);
+ prland(&llp->unit.land),
+ llp->unit.land.lnd_army ? llp->unit.land.lnd_army : '~',
+ llp->unit.land.lnd_effic);
+ *answerp = att_prompt(prompt, llp->unit.land.lnd_army);
if (player->aborted || att_get_combat(def, 0) < 0)
*answerp = 'N';
- if (!get_land(A_ATTACK, def, llp->land.lnd_uid, llp, 0))
+ if (!get_land(A_ATTACK, def, llp->unit.land.lnd_uid, llp, 0))
continue;
}
if (*answerp == 'y' || *answerp == 'Y')
continue;
sprintf(buf, "stays in %s",
- xyas(llp->land.lnd_x, llp->land.lnd_y, player->cnum));
+ xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
+ player->cnum));
lnd_delete(llp, buf);
}
if (QEMPTY(olist))
if (att_get_combat(def, 0) < 0) {
for (qp = olist->q_forw; qp != olist; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
- if (!get_land(A_ATTACK, def, llp->land.lnd_uid, llp, 0))
+ llp = (struct ulist *)qp;
+ if (!get_land(A_ATTACK, def, llp->unit.land.lnd_uid, llp, 0))
continue;
sprintf(buf, "stays in %s",
- xyas(llp->land.lnd_x, llp->land.lnd_y, player->cnum));
+ xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
+ player->cnum));
lnd_delete(llp, buf);
}
return;
struct combat *def)
{
struct emp_qelem *qp, *next;
- struct llist *llp;
+ struct ulist *llp;
char buf[512];
if (QEMPTY(olist))
return;
for (qp = olist->q_forw; qp != olist; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
- if (!get_land(combat_mode, def, llp->land.lnd_uid, llp, 0))
+ llp = (struct ulist *)qp;
+ if (!get_land(combat_mode, def, llp->unit.land.lnd_uid, llp, 0))
continue;
take_move_in_mob(combat_mode, llp, off, def);
- llp->land.lnd_x = def->x;
- llp->land.lnd_y = def->y;
+ llp->unit.land.lnd_x = def->x;
+ llp->unit.land.lnd_y = def->y;
if (def->type == EF_SHIP)
- llp->land.lnd_ship = def->shp_uid;
+ llp->unit.land.lnd_ship = def->shp_uid;
else
- llp->land.lnd_ship = -1;
+ llp->unit.land.lnd_ship = -1;
}
if (QEMPTY(olist))
return;
return;
for (qp = olist->q_forw; qp != olist; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
+ llp = (struct ulist *)qp;
lnd_print(llp, buf);
}
if (QEMPTY(olist))
return;
if (off->own != player->cnum)
return;
- d = sector_mcost(getsectp(def->x, def->y), MOB_ROAD);
+ d = att_mobcost(off->own, def, MOB_MOVE);
if ((mob_support = MIN(off->troops, (int)(off->mob / d))) <= 0)
return;
sprintf(prompt, "How many mil to move in from %s (%d max)? ",
/* Charge land units for moving into a sector or onto a ship */
static void
-take_move_in_mob(int combat_mode, struct llist *llp, struct combat *off,
+take_move_in_mob(int combat_mode, struct ulist *llp, struct combat *off,
struct combat *def)
{
int mobcost;
switch (combat_mode) {
case A_ATTACK:
- mobcost =
- lnd_mobcost(&llp->land, getsectp(def->x, def->y), MOB_NONE);
- new = llp->land.lnd_mobil - mobcost;
+ mobcost = lnd_pathcost(&llp->unit.land,
+ att_mobcost(off->own, def,
+ lnd_mobtype(&llp->unit.land)));
+ new = llp->unit.land.lnd_mobil - mobcost;
if (new < -127)
new = -127;
- llp->land.lnd_mobil = new;
+ llp->unit.land.lnd_mobil = new;
break;
case A_ASSAULT:
if (off->shp_mcp->m_flags & M_LAND) {
- if (llp->lcp->l_flags & L_MARINE)
- llp->land.lnd_mobil -=
+ if (((struct lchrstr *)llp->chrp)->l_flags & L_MARINE)
+ llp->unit.land.lnd_mobil -=
(float)etu_per_update * land_mob_scale * 0.5;
else
- llp->land.lnd_mobil -= (float)etu_per_update * land_mob_scale;
+ llp->unit.land.lnd_mobil -= (float)etu_per_update *
+ land_mob_scale;
} else {
- if (llp->lcp->l_flags & L_MARINE)
- llp->land.lnd_mobil = 0;
+ if (((struct lchrstr *)llp->chrp)->l_flags & L_MARINE)
+ llp->unit.land.lnd_mobil = 0;
else
- llp->land.lnd_mobil = -(float)etu_per_update * land_mob_scale;
+ llp->unit.land.lnd_mobil = -(float)etu_per_update *
+ land_mob_scale;
}
break;
case A_BOARD:
/* I arbitrarily chose the numbers 10 and 40 below -KHS */
- if (llp->lcp->l_flags & L_MARINE)
- llp->land.lnd_mobil -= 10;
+ if (((struct lchrstr *)llp->chrp)->l_flags & L_MARINE)
+ llp->unit.land.lnd_mobil -= 10;
else
- llp->land.lnd_mobil -= 40;
+ llp->unit.land.lnd_mobil -= 40;
break;
}
- llp->land.lnd_harden = 0;
+ llp->unit.land.lnd_harden = 0;
}
static void
double base = sp->sct_type == SCT_MOUNT ? 2.0 : 1.0;
double d = base + (dchr[sp->sct_type].d_dstr - base) * def;
- if (CANT_HAPPEN(d > dchr[sp->sct_type].d_dstr))
+ if (d > dchr[sp->sct_type].d_dstr)
d = dchr[sp->sct_type].d_dstr;
- if (CANT_HAPPEN(d < base))
+ if (d < base)
d = base;
return d;
}