/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2015, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * 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 2 of the License, or
+ * 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,
* 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, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* ---
*
* lndsub.c: Land unit subroutines
- *
+ *
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1998-2000
- * Markus Armbruster, 2004-2006
+ * Markus Armbruster, 2004-2015
*/
#include <config.h>
#include <math.h>
#include <stdlib.h>
+#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 "xy.h"
-#include "empobj.h"
#include "unit.h"
+#include "xy.h"
-static void lnd_mess(char *, struct ulist *);
-static int lnd_hit_mine(struct lndstr *, struct lchrstr *);
+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)
{
return 1;
men = lp->lnd_item[I_MILIT];
- value = men * lp->lnd_att * lp->lnd_effic / 100.0;
+ value = men * lnd_att(lp) * lp->lnd_effic / 100.0;
switch (combat_mode) {
case A_ATTACK:
!(lcp->l_flags & L_MARINE))
return men;
- value = men * lp->lnd_def * lp->lnd_effic / 100.0;
+ 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
return value;
}
-void
-lnd_print(struct ulist *llp, char *s)
+int
+lnd_reaction_range(struct lndstr *lp)
{
- if (llp->unit.land.lnd_own == player->cnum)
- pr("%s %s\n", prland(&llp->unit.land), s);
- else
- wu(0, llp->unit.land.lnd_own, "%s %s\n", prland(&llp->unit.land), s);
+ 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_delete(struct ulist *llp, char *s)
+lnd_print(natid actor, struct ulist *llp, char *s)
{
- if (s)
- lnd_print(llp, s);
- putland(llp->unit.land.lnd_uid, &llp->unit.land);
- emp_remque((struct emp_qelem *)llp);
- free(llp);
+ 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);
}
int
int n;
int biggest;
int civs;
- int nowned;
coord ret_x, ret_y;
coord bx, by;
struct sctstr sect;
char buf[1024];
int taken;
int nowhere_to_go = 0;
- struct sctstr rsect;
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) {
- eff_eq = 100;
+ if (lchr[llp->unit.land.lnd_type].l_flags & L_SPY)
llp->unit.land.lnd_effic = 0;
- } else {
+ else {
eff_eq = ldround(cas * 100.0 /
- ((struct lchrstr *)llp->chrp)->l_item[I_MILIT], 1);
+ lchr[llp->unit.land.lnd_type].l_item[I_MILIT], 1);
llp->unit.land.lnd_effic -= eff_eq;
lnd_submil(&llp->unit.land, cas);
}
combat_mode ? att_mode[combat_mode] : "defending",
xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
llp->unit.land.lnd_own));
- lnd_delete(llp, buf);
+ lnd_print(llp->unit.land.lnd_own, llp, buf);
+ lnd_put_one(llp);
/* Since we killed the unit, we killed all the mil on it */
return taken;
} else {
/* Have to make a retreat check */
ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
- if (roll(100) < ret_chance) {
+ if (pct_chance(ret_chance)) {
pr("\n");
- lnd_print(llp, "fails morale check!");
+ 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)
else if (combat_mode == A_DEFEND) {
/*
* defending unit.. find a place to send it
- * strategy: look for the most-populated
+ * strategy: look for the most-populated
* adjacent sector that is owned by the unit
- * player->owner. Charge mob..
+ * owner. Charge mob..
*/
biggest = -1;
- nowned = 0;
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];
continue;
if (sect.sct_type == SCT_MOUNT)
continue;
- mobcost = lnd_mobcost(&llp->unit.land, &rsect);
+ mobcost = lnd_mobcost(&llp->unit.land, §);
if (mobcost < 0)
continue;
- ++nowned;
civs = sect.sct_item[I_CIVIL];
if (civs > biggest) {
biggest = civs;
bmcost = mobcost;
}
}
- if (!nowned)
+ 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 */
- getsect(bx, by, &rsect);
mob = llp->unit.land.lnd_mobil - (int)bmcost;
if (mob < -127)
mob = -127;
sprintf(buf, "retreats at %d%% efficiency to %s!",
llp->unit.land.lnd_effic,
xyas(bx, by, llp->unit.land.lnd_own));
- lnd_delete(llp, buf);
+ lnd_print(llp->unit.land.lnd_own, llp, buf);
+ lnd_put_one(llp);
}
} else { /* attacking from a sector */
sprintf(buf, "leaves the battlefield at %d%% efficiency",
else
llp->unit.land.lnd_mobil -= (int)llp->mobil;
llp->mobil = 0.0;
- lnd_delete(llp, buf);
+ lnd_print(llp->unit.land.lnd_own, llp, buf);
+ 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);
- if (llp->unit.land.lnd_effic < LAND_MINEFF)
- lnd_delete(llp, "has nowhere to retreat, and dies!");
- else
- lnd_print(llp,
+ 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_put_one(llp);
+ } else
+ lnd_print(llp->unit.land.lnd_own, llp,
"has nowhere to retreat and takes extra losses!");
}
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
-/*
- if (chance(loss))
- use_supply(&llp->unit.land);
- if (llp->unit.land.lnd_mission == MI_RESERVE)
- new = llp->unit.land.lnd_mobil - mcost/2;
- else
- */
+#if 0
+ if (chance(loss))
+ use_supply(&llp->unit.land);
+#endif
new = llp->unit.land.lnd_mobil - mcost;
if (new < -127)
new = -127;
lnd_spyval(struct lndstr *lp)
{
if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
- return lp->lnd_spy * (lp->lnd_effic / 100.0) + 2;
+ return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0) + 2;
else
- return lp->lnd_spy * (lp->lnd_effic / 100.0);
+ return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0);
}
-double
+void
intelligence_report(int destination, struct lndstr *lp, int spy,
char *mess)
{
- struct lchrstr *lcp;
+ int vis = lnd_vis(lp);
char buf1[80], buf2[80], buf3[80];
- double estimate = 0.0; /* estimated defense value */
if (destination == 0)
- return 0;
+ return;
if (lp->lnd_own == 0)
- return 0;
-
- lcp = &lchr[(int)lp->lnd_type];
+ return;
memset(buf1, 0, sizeof(buf1));
memset(buf2, 0, sizeof(buf2));
memset(buf3, 0, sizeof(buf3));
- if (chance((spy + lp->lnd_vis) / 10.0)) {
+ if (chance((spy + vis) / 10.0)) {
if (destination == player->cnum)
pr("%s %s", mess, prland(lp));
else
sprintf(buf1, "%s %s", mess, prland(lp));
- estimate = lp->lnd_item[I_MILIT];
-
- if (chance((spy + lp->lnd_vis) / 20.0)) {
+ if (chance((spy + vis) / 20.0)) {
if (destination == player->cnum)
pr(" (eff %d, mil %d",
roundintby(lp->lnd_effic, 5),
sprintf(buf2, " (eff %d, mil %d",
roundintby(lp->lnd_effic, 5),
roundintby(lp->lnd_item[I_MILIT], 10));
- estimate = lp->lnd_item[I_MILIT] * lp->lnd_effic / 100.0;
- if (chance((spy + lp->lnd_vis) / 20.0)) {
+ if (chance((spy + vis) / 20.0)) {
int t;
t = lp->lnd_tech - 20 + roll(40);
t = MAX(t, 0);
if (destination != player->cnum) {
wu(0, destination, "%s%s%s", buf1, buf2, buf3);
}
-
- if (lp->lnd_ship < 0 || lcp->l_flags & L_MARINE)
- estimate *= lp->lnd_def;
-
- return estimate;
}
-/* Used by the spy command to count land units in a sector. If used
- for anything else, you may want to reconsider, because this doesn't
- always count spies. :) */
int
-count_sect_units(struct sctstr *sp)
+lnd_may_mar(struct lndstr *lp, struct lndstr *ldr, char *suffix)
{
- int count = 0;
- struct nstr_item ni;
- struct lndstr land;
+ struct sctstr sect;
+ int mobtype;
- snxtitem_all(&ni, EF_LAND);
- while (nxtitem(&ni, &land)) {
- if (!land.lnd_own)
- continue;
- if (land.lnd_x != sp->sct_x || land.lnd_y != sp->sct_y)
- continue;
- /* Don't always see spies */
- if (lchr[(int)land.lnd_type].l_flags & L_SPY) {
- if (!(chance(LND_SPY_DETECT_CHANCE(land.lnd_effic))))
- continue;
- }
- /* Got here, report it */
- ++count;
+ if (!lp->lnd_own || !getsect(lp->lnd_x, lp->lnd_y, §)) {
+ CANT_REACH();
+ return 0;
}
- return count;
-}
-
-void
-count_units(struct shpstr *sp)
-{
- struct nstr_item ni;
- struct lndstr land;
- int nland = 0;
-
- if (sp->shp_effic < SHIP_MINEFF)
- return;
+ if (opt_MARKET && ontradingblock(EF_LAND, lp)) {
+ mpr(lp->lnd_own, "%s is on the trading block%s\n",
+ prland(lp), suffix);
+ return 0;
+ }
- snxtitem_xy(&ni, EF_LAND, sp->shp_x, sp->shp_y);
- while (nxtitem(&ni, &land)) {
- if (land.lnd_own == 0)
- continue;
- if (land.lnd_ship == sp->shp_uid)
- nland++;
+ 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 (sp->shp_nland != nland) {
- sp->shp_nland = nland;
- putship(sp->shp_uid, sp);
+ 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;
}
-}
-void
-lnd_count_units(struct lndstr *lp)
-{
- struct nstr_item ni;
- struct lndstr land;
- int nland = 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 (lp->lnd_effic < LAND_MINEFF)
- return;
+ 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;
+ }
- snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
- while (nxtitem(&ni, &land)) {
- if (land.lnd_own == 0)
- continue;
- if (land.lnd_land == lp->lnd_uid)
- nland++;
+ 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;
}
- if (lp->lnd_nland != nland) {
- lp->lnd_nland = nland;
- putland(lp->lnd_uid, lp);
+ /*
+ * 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 (!player->owner)
- 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.
+ * 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.
*/
- 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 (!land.lnd_own || land.lnd_own != player->cnum)
+ 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 sctstr sect;
- struct lndstr land;
- coord allx;
- coord ally;
- int first = 1;
- char mess[128];
- int rel;
+ struct lndstr *lp, *ldr = NULL;
+ char and_stays[32];
- *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;
- getland(llp->unit.land.lnd_uid, &land);
- if (land.lnd_own != actor) {
+ lp = &llp->unit.land;
+ getland(lp->lnd_uid, lp);
+
+ if (lp->lnd_own != actor) {
mpr(actor, "%s was disbanded at %s\n",
- prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
- emp_remque((struct emp_qelem *)llp);
+ prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor));
+ emp_remque(&llp->queue);
free(llp);
continue;
}
- if (land.lnd_ship >= 0) {
- lnd_mess("is on a ship", llp);
- continue;
- }
- if (land.lnd_land >= 0) {
- lnd_mess("is on a unit", llp);
- continue;
- }
- if (!getsect(land.lnd_x, land.lnd_y, §)) {
- lnd_mess("was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
- continue;
- }
- if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
- !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_TRAIN) &&
- llp->unit.land.lnd_item[I_MILIT] == 0) {
- lnd_mess("has no mil on it to guide it", llp);
- continue;
- }
- rel = getrel(getnatp(sect.sct_own), player->cnum);
- if (sect.sct_own != land.lnd_own && rel != ALLIED &&
- !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
- sect.sct_own) {
- sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
- lnd_mess(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 = land.lnd_x;
- ally = land.lnd_y;
- first = 0;
- }
- if (land.lnd_x != allx || land.lnd_y != ally)
- *togetherp = 0;
- if (land.lnd_mobil + 1 < (int)llp->mobil) {
- llp->mobil = land.lnd_mobil;
+
+ 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;
- llp->unit.land = land;
+ }
+}
+
+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_sweep(struct emp_qelem *land_list, int verbose, int takemob,
+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.
+ * 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.
+ * Return non-zero when the land units should stop.
+ */
+int
+lnd_sweep(struct emp_qelem *land_list, int explicit, int takemob,
natid actor)
{
struct emp_qelem *qp;
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 (verbose)
- mpr(actor, "%s is not an engineer!\n",
- prland(&llp->unit.land));
+ if (!(lchr[llp->unit.land.lnd_type].l_flags & L_ENGINEER))
continue;
- }
- if (takemob && llp->mobil < 0.0) {
- if (verbose)
- lnd_mess("is out of mobility", llp);
- continue;
- }
- getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
- if (sect.sct_oldown == llp->unit.land.lnd_own) {
- if (verbose)
- mpr(actor,
- "%s is in a sector completely owned by you. Don't bother digging up mines there!\n",
- prland(&llp->unit.land));
- continue;
- }
- if (sect.sct_type == SCT_BSPAN) {
- if (verbose)
- mpr(actor, "%s is on a bridge. No mines there!\n",
- prland(&llp->unit.land));
- 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 (sect.sct_oldown == llp->unit.land.lnd_own)
- continue;
- if (sect.sct_type == SCT_BSPAN)
- continue;
- if (!sect.sct_mines)
- continue;
- if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
- lnd_hit_mine(&llp->unit.land, ((struct lchrstr *)llp->chrp));
- 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_mess(char *str, struct ulist *llp)
-{
- mpr(llp->unit.land.lnd_own, "%s %s & stays in %s\n",
- prland(&llp->unit.land),
- str, xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
- llp->unit.land.lnd_own));
- if (llp->mobil < -127)
- llp->mobil = -127;
- llp->unit.land.lnd_mobil = llp->mobil;
- putland(llp->unit.land.lnd_uid, &llp->unit.land);
- emp_remque((struct emp_qelem *)llp);
- free(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) {
next = qp->q_back;
llp = (struct ulist *)qp;
- /* have to get it again because of collateral damage */
+ /* 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);
lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
natid victim)
{
- int dam;
+ int mindam = emp_quelen(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 = msl_launch_mindam(&msl_list, newx, newy,
- lnd_easiest_target(list), EF_LAND,
- lnd_count(list) * 20, "troops", victim,
- MI_INTERDICT);
- if (dam) {
- mpr(victim, "missile interdiction mission does %d damage!\n", dam);
- collateral_damage(newx, newy, dam, 0);
- }
- qp = msl_list.q_forw;
- while (qp != msl_list.q_forw) {
- newqp = qp->q_forw;
+ 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);
- qp = newqp;
}
- return dam;
+
+ 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
struct nstr_sect ns;
struct sctstr fsect;
int trange, range;
- double guneff;
- int shell, gun;
int dam;
+ int stopping = 0;
int totdam = 0;
- int i;
snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
while (nxtsct(&ns, &fsect)) {
if (fsect.sct_own == 0)
continue;
- if (fsect.sct_own == victim)
- continue;
- if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
+ if (relations_with(fsect.sct_own, victim) >= NEUTRAL)
continue;
range = roundrange(fortrange(&fsect));
trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
putsect(&fsect);
if (dam < 0)
continue;
+ stopping = 1;
totdam += dam;
mpr(victim, "Incoming fire does %d damage!\n", dam);
wu(0, fsect.sct_own,
nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
}
if (totdam > 0)
- return lnd_damage(list, totdam);
- return 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)
{
stopping |= lnd_fort_interdiction(list, newx, newy, victim);
#endif
- stopping |=
- lnd_damage(list,
- unit_interdict(newx, newy, victim, "land units",
- lnd_easiest_target(list), MI_INTERDICT));
-
- stopping |=
- lnd_damage(list,
- lnd_missile_interdiction(list, newx, newy, victim));
+ stopping |= lnd_mission_interdiction(list, newx, newy, victim);
+ stopping |= lnd_missile_interdiction(list, newx, newy, victim);
return stopping;
}
getsect(lp->lnd_x, lp->lnd_y, §);
return (int)((lp->lnd_effic / 100.0) *
- (10 + dchr[sect.sct_type].d_dstr * 2 + lp->lnd_spd / 2.0
- - lp->lnd_vis));
+ (10 + dchr[sect.sct_type].d_dstr * 2 + lnd_spd(lp) / 2.0
+ - lnd_vis(lp)));
}
static int
-lnd_hit_mine(struct lndstr *lp, struct lchrstr *lcp)
+lnd_hit_mine(struct lndstr *lp)
{
int m;
- mpr(lp->lnd_own, "Blammo! Landmines detected in %s! ",
+ 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 (lcp->l_flags & L_ENGINEER)
+ if (lchr[lp->lnd_type].l_flags & L_ENGINEER)
m /= 2;
landdamage(lp, m);
{
double effspd;
- effspd = lp->lnd_spd;
+ effspd = lnd_spd(lp);
if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
effspd *= lp->lnd_effic * 0.01;
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.
+ * 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;
+ 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, §);
+ if (!abandon_askyn(§, I_CIVIL, 0, llp))
+ return 0;
+ 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 1;
+}
+
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 move;
int 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 = getrel(getnatp(sect.sct_own), player->cnum);
- if ((sect.sct_own != actor && 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) {
- pr("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_mess(dp, llp);
- continue;
- }
- }
- if ((!intrchr[INT_RAIL].in_enable || sect.sct_rail == 0)
- && lnd_mobtype(&llp->unit.land) == MOB_RAIL) {
- if (together) {
- pr("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_mess(dp, llp);
- continue;
- }
+ 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));
+ 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_mess("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_mess("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;
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 == player->cnum) {
+ if (osect.sct_own != oldown && oldown == actor) {
/* It was your sector, now it's not. Simple :) */
- pr("You no longer own %s\n",
- xyas(osect.sct_x, osect.sct_y, player->cnum));
+ mpr(actor, "You no longer own %s\n",
+ xyas(osect.sct_x, osect.sct_y, actor));
}
- if (rel != ALLIED && sect.sct_own != actor && 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) {
wu(0, sect.sct_own,
- "%s unit spotted in %s\n", cname(player->cnum),
+ "%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 || rel == AT_WAR ||
- rel == SITZKRIEG || rel == MOBILIZATION) {
+ } else if (rel <= HOSTILE) {
wu(0, sect.sct_own,
- "%s spy shot in %s\n", cname(player->cnum),
+ "%s spy shot in %s\n", cname(actor),
xyas(sect.sct_x, sect.sct_y, sect.sct_own));
- pr("%s was shot and killed.\n", prland(&llp->unit.land));
+ 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, 0);
+ lnd_put_one(llp);
}
}
}
}
+
+ return 0;
+}
+
+int
+lnd_mar_gauntlet(struct emp_qelem *list, int interdict, natid actor)
+{
+ struct ulist *mlp = (struct ulist *)list->q_back;
+ coord newx = mlp->unit.land.lnd_x;
+ coord newy = mlp->unit.land.lnd_y;
+ int stopping, visible;
+ struct emp_qelem *qp, *next;
+ struct ulist *llp;
+
+ stopping = lnd_sweep(list, 0, 1, actor);
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;
- llp = (struct ulist *)qp;
- emp_remque(qp);
- emp_insque(qp, &done);
- }
+ 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;
}
/*
- * find all artillery units belonging
- * to the attacker or defender that can fire.
- * Each arty unit adds +1%/damage point
+ * 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 rel, rel2;
- double dam = 0.0;
+ int dam, dam2;
int dist;
- int shell;
- int gun;
int range;
+ dam = 0;
snxtitem_all(&ni, EF_LAND);
while (nxtitem(&ni, &land)) {
- if (land.lnd_frg == 0)
- continue;
if ((land.lnd_x == x) && (land.lnd_y == y))
continue;
- if (land.lnd_ship >= 0)
- continue;
- if (land.lnd_land >= 0)
- continue;
- if (land.lnd_effic < LAND_MINFIREEFF)
- continue;
- /* Do we have mil? */
- if (land.lnd_item[I_MILIT] <= 0)
- continue;
- rel = getrel(getnatp(land.lnd_own), attacker);
- rel2 = getrel(getnatp(land.lnd_own), victim);
- if ((land.lnd_own != attacker) &&
- ((rel != ALLIED) || (rel2 != AT_WAR)))
- continue;
-
- /* do we have supplies? */
- if (!has_supply(&land))
+ 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(effrange(land.lnd_frg, land.lnd_tech));
+ range = roundrange(lnd_fire_range(&land));
if (dist > range)
continue;
- shell = land.lnd_item[I_SHELL];
- gun = land.lnd_item[I_GUN];
-
- if (shell == 0 || gun == 0)
+ dam2 = lnd_fire(&land);
+ putland(land.lnd_uid, &land);
+ if (dam2 < 0)
continue;
- use_supply(&land);
if (defending)
nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
else
nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
- if (roll(100) < land.lnd_acc) {
- dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
- land.lnd_ammo, shell) / 2;
- } else {
- dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
- land.lnd_ammo, shell);
- }
+ 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 (int)dam;
+ return dam;
}
+
int
lnd_can_attack(struct lndstr *lp)
{
snxtitem_xy(&ni, EF_LAND, x, y);
while (nxtitem(&ni, &land)) {
- if (land.lnd_own != cn && getrel(getnatp(land.lnd_own), cn) != ALLIED)
+ if (relations_with(land.lnd_own, cn) != ALLIED)
continue;
if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
return 1;
struct lchrstr *lcp = lchr + lp->lnd_type;
if (CANT_HAPPEN(tlev < lcp->l_tech))
- tlev = 0;
+ tlev = lcp->l_tech;
lp->lnd_tech = tlev;
- lp->lnd_att = l_att(lcp, tlev);
- lp->lnd_def = l_def(lcp, tlev);
- lp->lnd_vul = l_vul(lcp, tlev);
- lp->lnd_spd = l_spd(lcp, tlev);
- lp->lnd_vis = lcp->l_vis;
- lp->lnd_spy = lcp->l_spy;
- lp->lnd_rad = lcp->l_rad;
- lp->lnd_frg = l_frg(lcp, tlev);
- lp->lnd_acc = l_acc(lcp, tlev);
- lp->lnd_dam = l_dam(lcp, tlev);
- lp->lnd_ammo = lcp->l_ammo;
- lp->lnd_aaf = lcp->l_aaf;
- lp->lnd_fuelc = lcp->l_fuelc;
- lp->lnd_fuelu = lcp->l_fuelu;
- lp->lnd_maxlight = lcp->l_nxlight;
- lp->lnd_maxland = lcp->l_nland;
}