/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2015, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2018, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
*
* Known contributors to this file:
* Dave Pare, 1986
- * Markus Armbruster, 2014
+ * Markus Armbruster, 2014-2016
*/
#include <config.h>
-#include "file.h"
#include "land.h"
#include "nsc.h"
#include "player.h"
#include "sect.h"
#include "unit.h"
+/*
+ * Return strength of security detail in @sp.
+ * Store sum of efficiency of land units with security capability in
+ * @seceffp unless it is null.
+ */
+double
+security_strength(struct sctstr *sp, int *seceffp)
+{
+ double strength;
+ int seceff;
+ struct nstr_item ni;
+ struct lndstr land;
+
+ strength = sp->sct_item[I_MILIT];
+ seceff = 0;
+ snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
+ while (nxtitem(&ni, &land)) {
+ if (land.lnd_own != sp->sct_own)
+ continue;
+ if (land.lnd_ship >= 0 || land.lnd_land >= 0)
+ continue;
+ strength += land.lnd_item[I_MILIT];
+ if (lchr[land.lnd_type].l_flags & L_SECURITY) {
+ strength += land.lnd_item[I_MILIT] * land.lnd_effic / 100.0;
+ seceff += land.lnd_effic;
+ }
+ }
+
+ if (seceffp)
+ *seceffp = seceff;
+ return strength;
+}
+
/*
* Does the player->owner have military control of this sector?
*/
int
military_control(struct sctstr *sp)
{
- int tot_mil = 0;
- struct nstr_item ni;
- struct lndstr land;
+ int tot_mil;
if (sp->sct_oldown != sp->sct_own) {
- snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
- while (nxtitem(&ni, &land)) {
- if (land.lnd_own == sp->sct_own)
- tot_mil += land.lnd_item[I_MILIT];
- }
- if ((sp->sct_item[I_MILIT] + tot_mil) * 10 < sp->sct_item[I_CIVIL])
+ tot_mil = sp->sct_item[I_MILIT] + security_strength(sp, NULL);
+ if (tot_mil * 10 < sp->sct_item[I_CIVIL])
return 0;
}
* Ask user to confirm abandonment of sector @sp, if any.
* If removing @amnt commodities of type @vtype and the land units in
* @list would abandon the sector, ask the user to confirm.
- * All land units in @list must be in this sector. @list may be null.
+ * All land units in @land_list must be in this sector, owned by the
+ * player, and not loaded onto anything. @land_list may be null.
* Return zero when abandonment was declined, else non-zero.
*/
int
/*
* First, would we be abandoning it? If not, just return that
- * it's ok to move out.
+ * it's OK to move out.
*/
if (!would_abandon(sp, vtype, amnt, land_list))
return 1;
/*
* Would removing this stuff from @sp abandon it?
* Consider removal of @amnt commodities of type @vtype and the land
- * units in @list.
- * All land units in @list must be in this sector. @list may be null.
+ * units in @land_list.
+ * All land units in @land_list must be in this sector, owned by the
+ * player, and not loaded onto anything. @land_list may be null.
*/
int
would_abandon(struct sctstr *sp, i_type vtype, int amnt,
struct ulist *land_list)
{
int mil, civs, nland;
+ struct nstr_item ni;
+ struct lndstr land;
+
+ /*
+ * sct_prewrite() abandons when there are no civilians, military
+ * and own units left.
+ */
if (vtype != I_CIVIL && vtype != I_MILIT)
return 0;
if (!sp->sct_own || civs > 0 || mil > 0)
return 0;
- nland = unitsatxy(sp->sct_x, sp->sct_y, 0, 0, 1);
+
+ /*
+ * Okay, no civilians and no military would be left. Any own land
+ * units left? Land units on ships stay, so count them. Land
+ * units not on anything stay unless in @land_list, so count them,
+ * then subtract length of @land_list. Land units on land units
+ * stay if their carrier stays, and therefore won't change the
+ * outcome; don't count them.
+ */
+
+ nland = 0;
+ snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
+ while (nxtitem(&ni, &land)) {
+ if (land.lnd_own == player->cnum && land.lnd_land < 0)
+ ++nland;
+ }
+
if (land_list)
nland -= emp_quelen(&land_list->queue);
return nland <= 0;