/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2012, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2015, 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, 2004-2010
+ * Markus Armbruster, 2004-2014
*/
#include <config.h>
#include <math.h>
#include <stdlib.h>
+#include "chance.h"
#include "combat.h"
#include "damage.h"
#include "empobj.h"
#include "unit.h"
#include "xy.h"
+static int lnd_check_one_mines(struct ulist *, int);
static void lnd_stays(natid, char *, struct ulist *);
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)
{
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? */
int n;
int biggest;
int civs;
- int nowned;
coord ret_x, ret_y;
coord bx, by;
struct sctstr sect;
taken = llp->unit.land.lnd_item[I_MILIT];
/* Spies always die */
- if (((struct lchrstr *)llp->chrp)->l_flags & L_SPY)
+ if (lchr[llp->unit.land.lnd_type].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);
+ lchr[llp->unit.land.lnd_type].l_item[I_MILIT], 1);
llp->unit.land.lnd_effic -= eff_eq;
lnd_submil(&llp->unit.land, cas);
}
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 {
/* 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->unit.land.lnd_own, llp, "fails morale check!");
llp->unit.land.lnd_mission = 0;
* 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];
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_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!");
lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
{
struct lndstr land;
- struct lchrstr *lcp;
- struct ulist *llp;
int this_mot;
int mobtype = MOB_MOVE; /* indeterminate */
}
}
- 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);
+ lnd_insque(&land, list);
}
}
+/*
+ * Append LP to LIST.
+ * Return the new list link.
+ */
+struct ulist *
+lnd_insque(struct lndstr *lp, struct emp_qelem *list)
+{
+ struct ulist *mlp = malloc(sizeof(struct ulist));
+
+ mlp->unit.land = *lp;
+ mlp->mobil = lp->lnd_mobil;
+ emp_insque(&mlp->queue, list);
+ return mlp;
+}
+
/* This function assumes that the list was created by lnd_sel */
void
lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
- int *togetherp, natid actor)
+ natid actor)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *llp;
- struct lndstr *lp;
+ struct lndstr *lp, *ldr = NULL;
struct sctstr sect;
- coord allx;
- coord ally;
- int first = 1;
char mess[128];
*minmobp = 9876.0;
*maxmobp = -9876.0;
- *togetherp = 1;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct ulist *)qp;
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;
}
lnd_stays(actor, "has no mil on it to guide it", llp);
continue;
}
+ switch (lnd_check_mar(lp, §)) {
+ case LND_STUCK_NOT:
+ break;
+ case LND_STUCK_NO_RAIL:
+ lnd_stays(actor, "is stuck off the rail system", llp);
+ continue;
+ default:
+ CANT_REACH();
+ /* fall through */
+ case LND_STUCK_IMPASSABLE:
+ lnd_stays(actor, "is stuck", llp);
+ continue;
+ }
if (relations_with(sect.sct_own, actor) != ALLIED &&
!(lchr[lp->lnd_type].l_flags & L_SPY) &&
sect.sct_own) {
lnd_stays(actor, mess, llp);
continue;
}
- if (first) {
- allx = lp->lnd_x;
- ally = lp->lnd_y;
- first = 0;
+ if (!ldr)
+ ldr = lp;
+ else if (lp->lnd_x != ldr->lnd_x || lp->lnd_y != ldr->lnd_y) {
+ lnd_stays(actor, "is not with the leader", llp);
+ continue;
}
- if (lp->lnd_x != allx || lp->lnd_y != ally)
- *togetherp = 0;
if (lp->lnd_mobil + 1 < (int)llp->mobil) {
llp->mobil = lp->lnd_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);
+}
+
+static 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));
- continue;
- }
- if (takemob && llp->mobil < 0.0) {
- if (verbose)
- lnd_stays(actor, "is out of mobility", llp);
- continue;
- }
- getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
- if (relations_with(sect.sct_oldown, actor) == ALLIED) {
- if (verbose)
- mpr(actor,
- "%s is in a sector completely owned by you or an ally. Don't bother digging up mines there!\n",
- prland(&llp->unit.land));
+ if (!(lchr[llp->unit.land.lnd_type].l_flags & L_ENGINEER))
continue;
- }
- if (SCT_MINES_ARE_SEAMINES(§)) {
- if (verbose)
- 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(§);
+ if (lnd_check_one_mines(llp, 1)) {
+ stopping = 1;
+ emp_remque(qp);
+ free(qp);
+ }
}
+ 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)
+ 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)
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);
- }
+ if (lnd_check_one_mines(llp, with_eng)) {
+ stopping = 1;
+ emp_remque(qp);
+ free(qp);
}
}
return stopping;
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);
+ lnd_mar_put_one(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;
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_one_sector(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 move;
int stopping = 0;
int visible;
- int stop;
char dp[80];
int rel;
int oldown;
+ if (CANT_HAPPEN(QEMPTY(list)))
+ return 1;
+
if (dir <= DIR_STOP || dir >= DIR_VIEW) {
- unit_put(list, actor);
+ 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)) {
+ sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
+ lnd_stays(actor, dp, llp);
+ continue;
}
if (llp->mobil <= 0.0) {
lnd_stays(actor, "is out of mobility", llp);
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);
}
}
}
}
if (QEMPTY(list))
return stopping;
- lnd_sweep(list, 0, 1, actor);
+ stopping |= lnd_sweep(list, 0, 1, actor);
+ if (QEMPTY(list))
+ return stopping;
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);
- }
+ 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)
+ stopping |= lnd_interdict(list, newx, newy, actor);
return stopping;
}
nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
else
nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
- if (roll(100) < lnd_acc(&land))
+ if (pct_chance(lnd_acc(&land) - 1))
dam2 /= 2;
dam += dam2;
if (land.lnd_own != attacker)