/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2017, 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:
* Ken Stevens, 1995
* Steve McClure, 1998-2000
- * Markus Armbruster, 2004-2012
+ * Markus Armbruster, 2004-2016
*/
#include <config.h>
#include "combat.h"
#include "damage.h"
#include "empobj.h"
-#include "file.h"
#include "misc.h"
#include "mission.h"
#include "news.h"
#include "unit.h"
#include "xy.h"
-static void lnd_stays(natid, char *, struct ulist *);
+static void lnd_mar_put_one(struct ulist *);
+static int lnd_check_one_mines(struct ulist *, int);
static int lnd_hit_mine(struct lndstr *);
static int has_helpful_engineer(coord, coord, natid);
+static struct ulist *
+lnd_find_capable(struct emp_qelem *list, int flags)
+{
+ struct emp_qelem *qp;
+ struct ulist *llp;
+
+ for (qp = list->q_back; qp != list; qp = qp->q_back) {
+ llp = (struct ulist *)qp;
+ if (lchr[llp->unit.land.lnd_type].l_flags & flags)
+ return llp;
+ }
+ return NULL;
+}
+
double
attack_val(int combat_mode, struct lndstr *lp)
{
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;
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((struct emp_qelem *)llp);
- free(llp);
-}
-
int
lnd_take_casualty(int combat_mode, struct ulist *llp, int cas)
/* attacking or assaulting or paratrooping? */
signed char orig;
int mob;
+ if (CANT_HAPPEN(lchr[llp->unit.land.lnd_type].l_flags & L_SPY))
+ return 0;
+
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);
- }
+ eff_eq = ldround(cas * 100.0 /
+ lchr[llp->unit.land.lnd_type].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",
+ if (llp->unit.land.lnd_own == player->cnum)
+ pr("\n");
+ sprintf(buf, "dies %sing %s!",
+ att_mode[combat_mode],
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);
+ lnd_put_one(llp);
/* Since we killed the unit, we killed all the mil on it */
return taken;
} else {
ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
if (pct_chance(ret_chance)) {
- pr("\n");
+ if (llp->unit.land.lnd_own == player->cnum)
+ 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;
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);
+ lnd_put_one(llp);
}
} else { /* attacking from a sector */
sprintf(buf, "leaves the battlefield at %d%% efficiency",
llp->unit.land.lnd_mobil -= (int)llp->mobil;
llp->mobil = 0.0;
lnd_print(llp->unit.land.lnd_own, llp, buf);
- lnd_delete(llp);
+ lnd_put_one(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);
+ lchr[llp->unit.land.lnd_type].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);
+ lnd_put_one(llp);
} else
lnd_print(llp->unit.land.lnd_own, llp,
"has nowhere to retreat and takes extra losses!");
}
void
-intelligence_report(int destination, struct lndstr *lp, int spy,
+intelligence_report(natid 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)
+ if (!destination || !lp->lnd_own)
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));
+ 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));
+ 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);
+ sprintf(buf3, ", tech %d)", t);
} else {
- if (destination == player->cnum)
- pr(")\n");
- else
- sprintf(buf3, ")\n");
+ sprintf(buf3, ")");
}
} else {
- if (destination == player->cnum)
- pr("\n");
- else
- sprintf(buf2, "\n");
+ buf2[0] = buf3[0] = 0;
}
+ if (destination == player->cnum)
+ pr("%s%s%s\n", buf1, buf2, buf3);
+ else
+ wu(0, destination, "%s%s%s\n", buf1, buf2, buf3);
}
+}
+
+int
+lnd_may_mar(struct lndstr *lp, struct lndstr *ldr, char *suffix)
+{
+ struct sctstr sect;
+ int mobtype;
- if (destination != player->cnum) {
- wu(0, destination, "%s%s%s", buf1, buf2, buf3);
+ if (!lp->lnd_own || !getsect(lp->lnd_x, lp->lnd_y, §)) {
+ CANT_REACH();
+ return 0;
+ }
+
+ if (opt_MARKET && ontradingblock(EF_LAND, lp)) {
+ mpr(lp->lnd_own, "%s is on the trading block%s\n",
+ prland(lp), suffix);
+ return 0;
+ }
+
+ if (lp->lnd_ship >= 0) {
+ mpr(lp->lnd_own, "%s is on a ship%s\n", prland(lp), suffix);
+ return 0;
+ }
+ if (lp->lnd_land >= 0) {
+ mpr(lp->lnd_own, "%s is on a unit%s\n", prland(lp), suffix);
+ return 0;
+ }
+
+ if (!(lchr[lp->lnd_type].l_flags & L_SPY) &&
+ !(lchr[lp->lnd_type].l_flags & L_TRAIN) &&
+ lp->lnd_item[I_MILIT] == 0) {
+ mpr(lp->lnd_own, "%s has no mil on it to guide it%s\n",
+ prland(lp), suffix);
+ return 0;
+ }
+
+ switch (lnd_check_mar(lp, §)) {
+ case LND_STUCK_NOT:
+ break;
+ case LND_STUCK_NO_RAIL:
+ mpr(lp->lnd_own, "%s is stuck off the rail system%s\n",
+ prland(lp), suffix);
+ return 0;
+ default:
+ CANT_REACH();
+ /* fall through */
+ case LND_STUCK_IMPASSABLE:
+ mpr(lp->lnd_own, "%s is stuck%s\n", prland(lp), suffix);
+ return 0;
+ }
+
+ if (relations_with(sect.sct_own, lp->lnd_own) != ALLIED &&
+ !(lchr[lp->lnd_type].l_flags & L_SPY) &&
+ sect.sct_own) {
+ mpr(lp->lnd_own, "%s has been kidnapped by %s%s\n",
+ prland(lp), cname(sect.sct_own), suffix);
+ return 0;
+ }
+
+ if (ldr && (lp->lnd_x != ldr->lnd_x || lp->lnd_y != ldr->lnd_y)) {
+ mpr(lp->lnd_own, "%s is not with the leader%s\n",
+ prland(lp), suffix);
+ return 0;
+ }
+
+ /*
+ * The marching code gets confused when trains and non-trains
+ * march together. Disallow for now.
+ */
+ mobtype = lnd_mobtype(lp);
+ if (!ldr || mobtype == lnd_mobtype(ldr))
+ ;
+ else if (mobtype == MOB_RAIL) {
+ mpr(lp->lnd_own,
+ "%s is a train and can't march with the leader%s\n",
+ prland(lp), suffix);
+ return 0;
+ } else {
+ mpr(lp->lnd_own, "%s can't rail-march with the leading train%s\n",
+ prland(lp), suffix);
+ return 0;
}
+
+ return 1;
}
void
lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
{
- struct lndstr land;
- struct lchrstr *lcp;
+ struct lndstr land, *ldr = NULL;
struct ulist *llp;
- int this_mot;
- int mobtype = MOB_MOVE; /* indeterminate */
emp_initque(list);
while (nxtitem(ni, &land)) {
*/
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;
- }
- }
+ if (!lnd_may_mar(&land, ldr, ""))
+ continue;
- lcp = &lchr[(int)land.lnd_type];
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);
- llp = malloc(sizeof(struct ulist));
- llp->chrp = (struct empobj_chr *)lcp;
- llp->unit.land = land;
- llp->mobil = land.lnd_mobil;
- emp_insque(&llp->queue, list);
+ llp = lnd_insque(&land, list);
+ if (!ldr)
+ ldr = &llp->unit.land;
}
}
-/* This function assumes that the list was created by lnd_sel */
+/*
+ * 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->unit.land = *lp;
+ mlp->mobil = lp->lnd_mobil;
+ emp_insque(&mlp->queue, list);
+ return mlp;
+}
+
void
-lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
- int *togetherp, natid actor)
+lnd_mar_stay_behind(struct emp_qelem *list, 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;
+ struct lndstr *lp, *ldr = NULL;
+ char and_stays[32];
+
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((struct emp_qelem *)llp);
+ 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);
+
+ snprintf(and_stays, sizeof(and_stays), " & stays in %s",
+ xyas(lp->lnd_x, lp->lnd_y, actor));
+ if (!lnd_may_mar(lp, ldr, and_stays)) {
+ lnd_mar_put_one(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 (!ldr)
+ ldr = lp;
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;
}
}
+static void
+lnd_mar_put_one(struct ulist *llp)
+{
+ if (llp->mobil < -127)
+ llp->mobil = -127;
+ llp->unit.land.lnd_mobil = llp->mobil;
+ lnd_put_one(llp);
+}
+
+void
+lnd_mar_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;
+ mpr(actor, "%s stopped at %s\n",
+ prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor));
+ lnd_mar_put_one(llp);
+ }
+}
+
+void
+lnd_put(struct emp_qelem *list)
+{
+ struct emp_qelem *qp, *next;
+
+ for (qp = list->q_back; qp != list; qp = next) {
+ next = qp->q_back;
+ lnd_put_one((struct ulist *)qp);
+ }
+}
+
+void
+lnd_put_one(struct ulist *llp)
+{
+ putland(llp->unit.land.lnd_uid, &llp->unit.land);
+ emp_remque(&llp->queue);
+ free(llp);
+}
+
/*
- * Sweep landmines with engineers in LAND_LIST for ACTOR.
- * If EXPLICIT is non-zero, this is for an explicit sweep command from
+ * Sweep landmines with engineers in @land_list for @actor.
+ * All land units in @land_list must be in the same sector.
+ * 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.
+ * If @takemob is non-zero, require and charge mobility.
+ * Return non-zero when the land units should stop.
*/
-void
+int
lnd_sweep(struct emp_qelem *land_list, int explicit, int takemob,
natid actor)
{
struct ulist *llp;
struct sctstr sect;
int mines, m, max, sshells, lshells;
+ int stopping = 0, first = 1;
+
+ llp = lnd_find_capable(land_list, L_ENGINEER);
+ if (!llp) {
+ if (explicit)
+ mpr(actor, "No engineers!\n");
+ return 0;
+ }
+
+ getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
+ if (!explicit
+ && relations_with(sect.sct_oldown, actor) == ALLIED)
+ return 0;
+ if (SCT_MINES_ARE_SEAMINES(§)) {
+ if (explicit)
+ mpr(actor, "%s is a %s. No landmines there!\n",
+ xyas(sect.sct_x, sect.sct_y, actor),
+ dchr[sect.sct_type].d_name);
+ return 0;
+ }
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);
+ if (!(lchr[llp->unit.land.lnd_type].l_flags & L_ENGINEER))
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) {
+ if (llp->mobil <= 0.0) {
+ if (explicit)
+ mpr(actor, "%s is out of mobility!\n",
+ prland(&llp->unit.land));
+ continue;
+ }
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);
+ getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
if (!(mines = sect.sct_mines))
continue;
- max = ((struct lchrstr *)llp->chrp)->l_item[I_SHELL];
+ max = lchr[llp->unit.land.lnd_type].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)) {
+ if (chance(0.5 * lchr[llp->unit.land.lnd_type].l_att)) {
+ if (first) {
+ mpr(actor, "Approaching minefield at %s...\n",
+ xyas(sect.sct_x, sect.sct_y, actor));
+ first = 0;
+ }
mpr(actor, "Sweep...\n");
mines--;
if (lshells < max)
sect.sct_item[I_SHELL] = sshells;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
putsect(§);
+ stopping |= lnd_check_one_mines(llp, 1);
}
+ return stopping;
}
static int
-contains_engineer(struct emp_qelem *list)
+lnd_check_one_mines(struct ulist *llp, int with_eng)
{
- struct emp_qelem *qp;
- struct emp_qelem *next;
- struct ulist *llp;
+ struct sctstr sect;
- 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;
+ getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
+ if (SCT_LANDMINES(§) == 0)
+ return 0;
+ if (relations_with(sect.sct_oldown, llp->unit.land.lnd_own) == ALLIED)
+ return 0;
+ 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) {
+ emp_remque(&llp->queue);
+ free(llp);
+ }
+ return 1;
}
return 0;
}
{
struct emp_qelem *qp;
struct emp_qelem *next;
- struct ulist *llp;
- struct sctstr sect;
int stopping = 0;
- int with_eng = contains_engineer(land_list);
+ int with_eng = !!lnd_find_capable(land_list, L_ENGINEER);
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);
- }
- }
+ stopping |= lnd_check_one_mines((struct ulist *)qp, with_eng);
}
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)
+/* Return whether and why SP would be stuck in SECTP. */
+enum lnd_stuck
+lnd_check_mar(struct lndstr *lp, struct sctstr *sectp)
{
- 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;
+ if (dchr[sectp->sct_type].d_mob0 < 0)
+ return LND_STUCK_IMPASSABLE;
+ if (lnd_mobtype(lp) == MOB_RAIL && !SCT_HAS_RAIL(sectp))
+ return LND_STUCK_NO_RAIL;
+ return LND_STUCK_NOT;
}
static int
int dam;
int count;
- if (!totdam || !(count = lnd_count(list)))
+ if (!totdam || !(count = emp_quelen(list)))
return 0;
dam = ldround((double)totdam / count, 1);
for (qp = list->q_back; qp != list; qp = next) {
lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
natid victim)
{
- int mindam = lnd_count(list) * 20;
+ int mindam = emp_quelen(list) * 20;
int hardtarget = lnd_easiest_target(list);
int dam, newdam, sublaunch;
int stopping = 0;
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);
+ newdam = pln_damage(&plp->plane, 'p', "");
dam += newdam;
} else {
- newdam = pln_damage(&plp->plane, 'p', 0);
+ newdam = pln_damage(&plp->plane, 'p', NULL);
collateral_damage(newx, newy, newdam);
}
use_up_msl:
return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
}
+/*
+ * Ask user to confirm sector abandonment, if any.
+ * All land units in @list must be in the same sector, owned by the
+ * player, and not loaded onto anything.
+ * If removing the land units in @list would abandon their sector, ask
+ * the user to confirm.
+ * Return zero when abandonment was declined, else non-zero.
+ */
+int lnd_abandon_askyn(struct emp_qelem *list)
+{
+ struct ulist *llp;
+ struct sctstr sect;
+ int abandon;
+ struct emp_qelem *qp;
+
+ if (QEMPTY(list))
+ return 1;
+ llp = (struct ulist *)list->q_back;
+ getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
+ abandon = abandon_askyn(§, I_CIVIL, 0, llp);
+ if (!check_sect_ok(§))
+ return 0;
+ for (qp = list->q_back; qp != list; qp = qp->q_back) {
+ if (!check_land_ok(&((struct ulist *)qp)->unit.land))
+ return 0;
+ }
+ return abandon;
+}
+
int
-lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
- int together)
+lnd_mar_dir(struct emp_qelem *list, int dir, natid actor)
{
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 move;
+ enum relations rel;
int oldown;
- if (dir <= DIR_STOP || dir >= DIR_VIEW) {
- unit_put(list, actor);
+ if (CANT_HAPPEN(QEMPTY(list)))
+ return 1;
+
+ if (dir <= DIR_STOP || dir > DIR_LAST) {
+ CANT_HAPPEN(dir != DIR_STOP);
+ lnd_mar_put(list, actor);
return 1;
}
dx = diroff[dir][0];
dy = diroff[dir][1];
+
+ llp = (struct ulist *)list->q_back;
+ 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 = sect.sct_own ? relations_with(sect.sct_own, actor) : ALLIED;
+
+ move = 0;
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) {
+ switch (lnd_check_mar(&llp->unit.land, §)) {
+ case LND_STUCK_NOT:
+ if (rel == ALLIED
+ || (lchr[llp->unit.land.lnd_type].l_flags & L_SPY))
+ move = 1;
+ break;
+ case LND_STUCK_NO_RAIL:
+ if (rel == ALLIED)
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;
- }
+ else
+ mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
+ return 1;
+ default:
+ CANT_REACH();
+ /* fall through */
+ case LND_STUCK_IMPASSABLE:
+ mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
+ return 1;
}
- /* 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 (!move) {
+ mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
+ return 1;
+ }
+
+ for (qp = list->q_back; qp != list; qp = next) {
+ next = qp->q_back;
+ llp = (struct ulist *)qp;
+ if (rel != ALLIED
+ && !(lchr[llp->unit.land.lnd_type].l_flags & L_SPY)) {
+ mpr(actor, "%s can't go to %s & stays in %s\n",
+ prland(&llp->unit.land), xyas(newx, newy, actor),
+ xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor));
+ lnd_mar_put_one(llp);
+ continue;
}
if (llp->mobil <= 0.0) {
- lnd_stays(actor, "is out of mobility", llp);
+ mpr(actor, "%s is out of mobility & stays in %s\n",
+ prland(&llp->unit.land),
+ xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor));
+ lnd_mar_put_one(llp);
continue;
}
llp->unit.land.lnd_x = newx;
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 */
+ if (rel != ALLIED) {
+ /* 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) {
prland(&llp->unit.land));
llp->unit.land.lnd_effic = 0;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
- lnd_delete(llp);
+ lnd_put_one(llp);
}
}
}
}
+
+ return QEMPTY(list);
+}
+
+int
+lnd_mar_gauntlet(struct emp_qelem *list, int interdict, natid actor)
+{
+ struct ulist *mlp = (struct ulist *)list->q_back;
+ coord newx, newy;
+ int stopping, visible;
+ struct emp_qelem *qp, *next;
+ struct ulist *llp;
+
+ if (CANT_HAPPEN(QEMPTY(list)))
+ return 1;
+ newx = mlp->unit.land.lnd_x;
+ newy = mlp->unit.land.lnd_y;
+ stopping = lnd_sweep(list, 0, 1, actor);
if (QEMPTY(list))
- return stopping;
- lnd_sweep(list, 0, 1, actor);
+ return 1;
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);
- }
+ return 1;
+
+ visible = 0;
+ for (qp = list->q_back; qp != list; qp = next) {
+ next = qp->q_back;
+ llp = (struct ulist *)qp;
+ if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
+ visible = 1;
}
- /* assign surviving land units back to list */
- emp_insque(list, &done);
- emp_remque(&done);
+ if (visible && interdict)
+ stopping |= lnd_interdict(list, newx, newy, actor);
return stopping;
}
/*
- * Fire land unit support against VICTIM for ATTACKER, at X,Y.
- * If DEFENDING, this is defensive support, else offensive support.
+ * Fire land unit support against @victim for @attacker, at @x,@y.
+ * If @defending, this is defensive support, else offensive support.
* Return total damage.
*/
int
}
/*
- * Increase fortification value of LP.
- * Fortification costs mobility. Use up to MOB mobility.
+ * Increase fortification value of @lp.
+ * Fortification costs mobility. Use up to @mob mobility.
* Return actual fortification increase.
*/
int
}
/*
- * Is there a engineer unit at X,Y that can help nation CN?
+ * Is there a engineer unit at @x,@y that can help nation @cn?
*/
static int
has_helpful_engineer(coord x, coord y, natid cn)
}
/*
- * Set LP's tech to TLEV along with everything else that depends on it.
+ * Set @lp's tech to @tlev along with everything else that depends on it.
*/
void
lnd_set_tech(struct lndstr *lp, int tlev)