/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2011, 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, 2004-2010
*/
#include <config.h>
#include <math.h>
-#include "misc.h"
-#include "player.h"
+#include <stdlib.h>
+#include "combat.h"
+#include "damage.h"
+#include "empobj.h"
#include "file.h"
-#include "sect.h"
-#include "path.h"
+#include "misc.h"
+#include "mission.h"
#include "news.h"
-#include "nat.h"
-#include "xy.h"
-#include "land.h"
-#include "ship.h"
#include "nsc.h"
-#include "mission.h"
-#include "plane.h"
-#include "combat.h"
-#include "damage.h"
#include "optlist.h"
+#include "path.h"
+#include "player.h"
#include "prototypes.h"
+#include "unit.h"
+#include "xy.h"
-static void lnd_mess(char *, struct llist *);
+static void lnd_stays(natid, char *, struct ulist *);
+static int lnd_hit_mine(struct lndstr *);
+static int has_helpful_engineer(coord, coord, natid);
-int
+double
attack_val(int combat_mode, struct lndstr *lp)
{
int men;
- int value;
+ double value;
struct lchrstr *lcp;
- if (((int)lp->lnd_effic) < LAND_MINEFF) {
- makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
- lp->lnd_own = 0;
+ if (lp->lnd_effic < LAND_MINEFF) {
putland(lp->lnd_uid, lp);
return 0;
}
if (lcp->l_flags & L_SPY && combat_mode == A_ASSAULT)
return 1;
- men = total_mil(lp);
-
- value = ldround(((double)men * (double)lp->lnd_att), 1);
-
- value = (int)((double)value * ((double)lp->lnd_effic / 100.0));
+ men = lp->lnd_item[I_MILIT];
+ value = men * lnd_att(lp) * lp->lnd_effic / 100.0;
switch (combat_mode) {
case A_ATTACK:
return value;
case A_ASSAULT:
if (!(lcp->l_flags & L_MARINE))
- return (int)(assault_penalty * value);
+ return assault_penalty * value;
break;
case A_BOARD:
if (!(lcp->l_flags & L_MARINE))
- return (int)(assault_penalty * men);
+ return assault_penalty * men;
}
return value;
}
-int
+double
defense_val(struct lndstr *lp)
{
int men;
double value;
struct lchrstr *lcp;
- if (((int)lp->lnd_effic) < LAND_MINEFF) {
- makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
- lp->lnd_own = 0;
+ if (lp->lnd_effic < LAND_MINEFF) {
putland(lp->lnd_uid, lp);
return 0;
}
lcp = &lchr[(int)lp->lnd_type];
- men = total_mil(lp);
+ men = lp->lnd_item[I_MILIT];
- if (men < 0)
- men = 0;
if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
!(lcp->l_flags & L_MARINE))
return men;
- value = men * lp->lnd_def;
-
- value *=
- ((double)land_mob_max + lp->lnd_harden) / (double)land_mob_max;
- value = (int)((double)value * ((double)lp->lnd_effic / 100.0));
- value = (int)ldround(value, 1);
+ 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
man defensive unit, except for spies */
if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY))
return 1;
- return (int)value;
+ return value;
}
int
-total_mil(struct lndstr *lp)
+lnd_reaction_range(struct lndstr *lp)
{
- struct lchrstr *lcp;
- double men;
-
- lcp = &lchr[(int)lp->lnd_type];
-
- men = lnd_getmil(lp);
-/* men *= ((double)lp->lnd_effic)/100.0;*/
+ struct sctstr sect;
- return ldround(men, 1);
+ 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_print(struct llist *llp, char *s)
+lnd_print(natid actor, struct ulist *llp, char *s)
{
- if (llp->land.lnd_own == player->cnum)
- pr("%s %s\n", prland(&llp->land), s);
+ if (actor == player->cnum)
+ pr("%s %s\n", prland(&llp->unit.land), s);
else
- wu(0, llp->land.lnd_own, "%s %s\n", prland(&llp->land), s);
+ wu(0, actor, "%s %s\n", prland(&llp->unit.land), s);
}
void
-lnd_delete(struct llist *llp, char *s)
+lnd_delete(struct ulist *llp)
{
- if (s)
- lnd_print(llp, s);
- putland(llp->land.lnd_uid, &llp->land);
+ 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 llist *llp, int cas)
+lnd_take_casualty(int combat_mode, struct ulist *llp, int cas)
/* attacking or assaulting or paratrooping? */
/* number of casualties to take */
{
int taken;
int nowhere_to_go = 0;
struct sctstr rsect;
- double mobcost;
+ double mobcost, bmcost;
signed char orig;
int mob;
- taken = lnd_getmil(&llp->land);
+ taken = llp->unit.land.lnd_item[I_MILIT];
/* Spies always die */
- if (llp->lcp->l_flags & L_SPY) {
- eff_eq = 100;
- llp->land.lnd_effic = 0;
- } else {
- eff_eq =
- ldround((((double)cas * 100.0) / (double)llp->lcp->l_mil), 1);
- llp->land.lnd_effic -= eff_eq;
- lnd_submil(&llp->land, cas);
+ 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);
}
- if (llp->land.lnd_effic < LAND_MINEFF) {
+ if (llp->unit.land.lnd_effic < LAND_MINEFF) {
sprintf(buf, "dies %s %s!",
combat_mode ? att_mode[combat_mode] : "defending",
- xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
- lnd_delete(llp, buf);
+ 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);
/* Since we killed the unit, we killed all the mil on it */
return taken;
} else {
/* Ok, now, how many did we take off? (sould be the diff) */
- taken = taken - lnd_getmil(&llp->land);
+ taken = taken - llp->unit.land.lnd_item[I_MILIT];
}
- if (llp->land.lnd_effic >= llp->land.lnd_retreat)
+ if (llp->unit.land.lnd_effic >= llp->unit.land.lnd_retreat)
return taken;
/* we're being boarded */
- if (llp->land.lnd_ship >= 0 && combat_mode == A_DEFEND)
+ if (llp->unit.land.lnd_ship >= 0 && combat_mode == A_DEFEND)
return taken;
/* we're being boarded */
- if (llp->land.lnd_land >= 0 && combat_mode == A_DEFEND)
+ if (llp->unit.land.lnd_land >= 0 && combat_mode == A_DEFEND)
return taken;
/* Have to make a retreat check */
- ret_chance = llp->land.lnd_retreat - llp->land.lnd_effic;
+ ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
if (roll(100) < ret_chance) {
pr("\n");
- lnd_print(llp, "fails morale check!");
- llp->land.lnd_mission = 0;
- llp->land.lnd_harden = 0;
- if (llp->land.lnd_ship >= 0 || llp->land.lnd_land >= 0)
+ 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)
nowhere_to_go = 1;
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->land.lnd_x + diroff[n][0];
- ret_y = llp->land.lnd_y + diroff[n][1];
+ ret_x = llp->unit.land.lnd_x + diroff[n][0];
+ ret_y = llp->unit.land.lnd_y + diroff[n][1];
getsect(ret_x, ret_y, §);
- if (sect.sct_own != llp->land.lnd_own)
+ if (sect.sct_own != llp->unit.land.lnd_own)
continue;
if (sect.sct_type == SCT_MOUNT)
continue;
+ mobcost = lnd_mobcost(&llp->unit.land, &rsect);
+ if (mobcost < 0)
+ continue;
++nowned;
civs = sect.sct_item[I_CIVIL];
if (civs > biggest) {
biggest = civs;
bx = sect.sct_x;
by = sect.sct_y;
+ bmcost = mobcost;
}
}
if (!nowned)
nowhere_to_go = 1;
else {
/* retreat to bx,by */
- llp->land.lnd_x = bx;
- llp->land.lnd_y = by;
+ llp->unit.land.lnd_x = bx;
+ llp->unit.land.lnd_y = by;
+ /* FIXME landmines */
getsect(bx, by, &rsect);
- mobcost = lnd_mobcost(&llp->land, &rsect, MOB_ROAD);
- mob = llp->land.lnd_mobil - (int)mobcost;
+ mob = llp->unit.land.lnd_mobil - (int)bmcost;
if (mob < -127)
mob = -127;
- orig = llp->land.lnd_mobil;
- llp->land.lnd_mobil = (signed char)mob;
- if (llp->land.lnd_mobil > orig)
- llp->land.lnd_mobil = -127;
+ orig = llp->unit.land.lnd_mobil;
+ llp->unit.land.lnd_mobil = (signed char)mob;
+ if (llp->unit.land.lnd_mobil > orig)
+ llp->unit.land.lnd_mobil = -127;
sprintf(buf, "retreats at %d%% efficiency to %s!",
- llp->land.lnd_effic,
- xyas(bx, by, llp->land.lnd_own));
- lnd_delete(llp, buf);
+ 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);
}
} else { /* attacking from a sector */
sprintf(buf, "leaves the battlefield at %d%% efficiency",
- llp->land.lnd_effic);
- if ((llp->land.lnd_mobil - (int)llp->mobil) < -127)
- llp->land.lnd_mobil = -127;
+ llp->unit.land.lnd_effic);
+ if ((llp->unit.land.lnd_mobil - (int)llp->mobil) < -127)
+ llp->unit.land.lnd_mobil = -127;
else
- llp->land.lnd_mobil -= (int)llp->mobil;
+ 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_delete(llp);
}
}
if (nowhere_to_go) {
/* nowhere to go.. take more casualties */
- llp->land.lnd_effic -= 10;
- lnd_submil(&llp->land, llp->lcp->l_mil / 10);
- if (llp->land.lnd_effic < LAND_MINEFF)
- lnd_delete(llp, "has nowhere to retreat, and dies!");
- else
- lnd_print(llp,
+ 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_print(llp->unit.land.lnd_own, llp,
+ "has nowhere to retreat, and dies!");
+ lnd_delete(llp);
+ } else
+ lnd_print(llp->unit.land.lnd_own, llp,
"has nowhere to retreat and takes extra losses!");
}
lnd_takemob(struct emp_qelem *list, double loss)
{
struct emp_qelem *qp, *next;
- struct llist *llp;
+ struct ulist *llp;
int new;
int mcost = ldround(combat_mob * loss, 1);
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
-/*
- if (chance(loss))
- use_supply(&llp->land);
- if (llp->land.lnd_mission == MI_RESERVE)
- new = llp->land.lnd_mobil - mcost/2;
- else
- */
- new = llp->land.lnd_mobil - mcost;
+ llp = (struct ulist *)qp;
+#if 0
+ if (chance(loss))
+ use_supply(&llp->unit.land);
+#endif
+ new = llp->unit.land.lnd_mobil - mcost;
if (new < -127)
new = -127;
- llp->land.lnd_mobil = (signed char)new;
+ llp->unit.land.lnd_mobil = (signed char)new;
}
}
-int
-lnd_getmil(struct lndstr *lp)
-{
- return lp->lnd_item[I_MILIT];
-}
void
lnd_submil(struct lndstr *lp, int num)
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);
}
-int
+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((double)(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 = lnd_getmil(lp);
-
- if (chance((double)(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),
- roundintby(lnd_getmil(lp), 10));
+ 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(lnd_getmil(lp), 10));
- estimate = lnd_getmil(lp) * lp->lnd_effic / 100.0;
+ roundintby(lp->lnd_item[I_MILIT], 10));
- if (chance((double)(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 (int)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)
-{
- int count = 0;
- struct nstr_item ni;
- struct lndstr land;
-
- 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;
- }
-
- 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;
-
- 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 (sp->shp_nland != nland) {
- sp->shp_nland = nland;
- putship(sp->shp_uid, sp);
- }
-}
-
-void
-lnd_count_units(struct lndstr *lp)
-{
- struct nstr_item ni;
- struct lndstr land;
- int nland = 0;
-
- if (lp->lnd_effic < LAND_MINEFF)
- return;
-
- 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 (lp->lnd_nland != nland) {
- lp->lnd_nland = nland;
- putland(lp->lnd_uid, lp);
- }
}
void
lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
-
-
-/* int wantflags;
- int nowantflags;
-*/
{
struct lndstr land;
struct lchrstr *lcp;
- struct llist *llp;
+ struct ulist *llp;
+ int this_mot;
+ int mobtype = MOB_MOVE; /* indeterminate */
emp_initque(list);
while (nxtitem(ni, &land)) {
- if (!player->owner)
+ /*
+ * 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.
+ */
+ if (!land.lnd_own || land.lnd_own != player->cnum)
continue;
if (opt_MARKET) {
if (ontradingblock(EF_LAND, &land)) {
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;
+ }
+ }
+
lcp = &lchr[(int)land.lnd_type];
-/* if (wantflags && (lcp->m_flags & wantflags) != wantflags)
- continue;
- if (nowantflags && lcp->m_flags & nowantflags)
- continue;
-*/
- /* This abuse is better fixed by building a unit with the normal negative
- mobility that everything else is built with */
-/* Just so that the player can't build a bunch of land units, and them
- march them a few minutes later... */
-/*
- if (opt_MOB_ACCESS) {
- if (land.lnd_effic < 11 &&
- land.lnd_mobil < etu_per_update) {
- pr("Land unit #%d needs at least %d mob to march.\n",
- land.lnd_uid, etu_per_update);
- continue;
- }
- }
-*/
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 llist));
- llp->lcp = lcp;
- llp->land = land;
- llp->mobil = (double)land.lnd_mobil;
+ 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);
}
}
{
struct emp_qelem *qp;
struct emp_qelem *next;
- struct llist *llp;
+ struct ulist *llp;
struct sctstr sect;
struct lndstr land;
coord allx;
coord ally;
int first = 1;
char mess[128];
- int rel;
*minmobp = 9876.0;
*maxmobp = -9876.0;
*togetherp = 1;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
- llp = (struct llist *)qp;
- getland(llp->land.lnd_uid, &land);
+ llp = (struct ulist *)qp;
+ getland(llp->unit.land.lnd_uid, &land);
if (land.lnd_own != actor) {
mpr(actor, "%s was disbanded at %s\n",
- prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
+ prland(&land), xyas(land.lnd_x, land.lnd_y, actor));
emp_remque((struct emp_qelem *)llp);
free(llp);
continue;
}
if (land.lnd_ship >= 0) {
- lnd_mess("is on a ship", llp);
+ lnd_stays(actor, "is on a ship", llp);
continue;
}
if (land.lnd_land >= 0) {
- lnd_mess("is on a unit", llp);
+ lnd_stays(actor, "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 */
+ lnd_stays(actor, "was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
continue;
}
- if (!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY) &&
- !(lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) &&
- lnd_getmil(&llp->land) == 0) {
- lnd_mess("has no mil on it to guide it", llp);
+ 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_stays(actor, "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->land.lnd_type].l_flags & L_SPY) &&
+ if (relations_with(sect.sct_own, actor) != 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);
+ lnd_stays(actor, mess, llp);
continue;
}
if (first) {
if (land.lnd_x != allx || land.lnd_y != ally)
*togetherp = 0;
if (land.lnd_mobil + 1 < (int)llp->mobil) {
- llp->mobil = (double)land.lnd_mobil;
+ llp->mobil = land.lnd_mobil;
}
if (llp->mobil < *minmobp)
*minmobp = llp->mobil;
if (llp->mobil > *maxmobp)
*maxmobp = llp->mobil;
- llp->land = land;
- }
-}
-
-void
-lnd_put(struct emp_qelem *list, natid actor)
-{
- struct emp_qelem *qp;
- struct emp_qelem *newqp;
- struct llist *llp;
-
- qp = list->q_back;
- while (qp != list) {
- llp = (struct llist *)qp;
- if (actor) {
- mpr(actor, "%s stopped at %s\n", prland(&llp->land),
- xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
- if (llp->mobil < -127)
- llp->mobil = -127;
- llp->land.lnd_mobil = llp->mobil;
- }
- putland(llp->land.lnd_uid, &llp->land);
- newqp = qp->q_back;
- emp_remque(qp);
- free(qp);
- qp = newqp;
+ llp->unit.land = land;
}
}
{
struct emp_qelem *qp;
struct emp_qelem *next;
- struct llist *llp;
+ struct ulist *llp;
struct sctstr sect;
int mines, m, max, sshells, lshells;
- double mobcost;
for (qp = land_list->q_back; qp != land_list; qp = next) {
next = qp->q_back;
- llp = (struct llist *)qp;
- if (!(llp->lcp->l_flags & L_ENGINEER)) {
+ 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->land));
+ mpr(actor, "%s is not an engineer!\n",
+ prland(&llp->unit.land));
continue;
}
if (takemob && llp->mobil < 0.0) {
if (verbose)
- lnd_mess("is out of mobility", llp);
+ lnd_stays(actor, "is out of mobility", llp);
continue;
}
- getsect(llp->land.lnd_x, llp->land.lnd_y, §);
- if (sect.sct_oldown == llp->land.lnd_own) {
+ 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->land));
+ prland(&llp->unit.land));
continue;
}
- if (sect.sct_type == SCT_BSPAN) {
+ if (SCT_MINES_ARE_SEAMINES(§)) {
if (verbose)
- mpr(actor, "%s is on a bridge. No mines there!\n",
- prland(&llp->land));
+ 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) {
-/* mobcost = llp->land.lnd_effic * 0.01 * llp->lcp->l_spd;*/
- mobcost = llp->land.lnd_spd;
- mobcost = 480.0 / (mobcost +
- techfact(llp->land.lnd_tech, mobcost));
- llp->mobil -= mobcost;
- llp->land.lnd_mobil = (int)llp->mobil;
- llp->land.lnd_harden = 0;
+ 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->land.lnd_uid, &llp->land);
+ putland(llp->unit.land.lnd_uid, &llp->unit.land);
if (!(mines = sect.sct_mines))
continue;
- max = llp->lcp->l_item[I_SHELL];
- lshells = llp->land.lnd_item[I_SHELL];
+ max = ((struct lchrstr *)llp->chrp)->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 * llp->lcp->l_att)) {
+ if (chance(0.5 * ((struct lchrstr *)llp->chrp)->l_att)) {
mpr(actor, "Sweep...\n");
mines--;
if (lshells < max)
}
}
sect.sct_mines = mines;
- llp->land.lnd_item[I_SHELL] = lshells;
+ llp->unit.land.lnd_item[I_SHELL] = lshells;
sect.sct_item[I_SHELL] = sshells;
- putland(llp->land.lnd_uid, &llp->land);
+ putland(llp->unit.land.lnd_uid, &llp->unit.land);
putsect(§);
}
}
{
struct emp_qelem *qp;
struct emp_qelem *next;
- struct llist *llp;
+ struct ulist *llp;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
- llp = (struct llist *)qp;
- if (llp->lcp->l_flags & L_ENGINEER)
+ llp = (struct ulist *)qp;
+ if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
return 1;
}
return 0;
{
struct emp_qelem *qp;
struct emp_qelem *next;
- struct llist *llp;
+ struct ulist *llp;
struct sctstr sect;
int stopping = 0;
int with_eng = contains_engineer(land_list);
for (qp = land_list->q_back; qp != land_list; qp = next) {
next = qp->q_back;
- llp = (struct llist *)qp;
- getsect(llp->land.lnd_x, llp->land.lnd_y, §);
- if (sect.sct_oldown == llp->land.lnd_own)
- continue;
- if (sect.sct_type == SCT_BSPAN)
+ llp = (struct ulist *)qp;
+ getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §);
+ if (SCT_LANDMINES(§) == 0)
continue;
- if (!sect.sct_mines)
+ 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->land, llp->lcp);
+ lnd_hit_mine(&llp->unit.land);
sect.sct_mines--;
putsect(§);
- putland(llp->land.lnd_uid, &llp->land);
- if (!llp->land.lnd_own) {
+ putland(llp->unit.land.lnd_uid, &llp->unit.land);
+ if (!llp->unit.land.lnd_own) {
stopping = 1;
emp_remque(qp);
free(qp);
return stopping;
}
-void
-lnd_list(struct emp_qelem *land_list)
-{
- struct emp_qelem *qp;
- struct emp_qelem *next;
- struct llist *llp;
- struct lndstr *lnd;
-
- pr("lnd# land type x,y a eff sh gun xl mu tech retr fuel\n");
-
- for (qp = land_list->q_back; qp != land_list; qp = next) {
- next = qp->q_back;
- llp = (struct llist *)qp;
- lnd = &llp->land;
- pr("%4d ", lnd->lnd_uid);
- pr("%-16.16s ", llp->lcp->l_name);
- prxy("%4d,%-4d ", lnd->lnd_x, lnd->lnd_y, llp->land.lnd_own);
- pr("%c", lnd->lnd_army);
- pr("%4d%%", lnd->lnd_effic);
- pr("%4d", lnd->lnd_item[I_SHELL]);
- pr("%4d", lnd->lnd_item[I_GUN]);
- count_land_planes(lnd);
- pr("%3d", lnd->lnd_nxlight);
- pr("%4d", lnd->lnd_mobil);
- pr("%4d", lnd->lnd_tech);
- pr("%4d%%", lnd->lnd_retreat);
- pr("%5d\n", lnd->lnd_fuel);
- }
-}
-
static void
-lnd_mess(char *str, struct llist *llp)
+lnd_stays(natid actor, char *str, struct ulist *llp)
{
- mpr(llp->land.lnd_own, "%s %s & stays in %s\n",
- prland(&llp->land),
- str, xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
+ 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->land.lnd_mobil = llp->mobil;
- putland(llp->land.lnd_uid, &llp->land);
- emp_remque((struct emp_qelem *)llp);
- free(llp);
+ llp->unit.land.lnd_mobil = llp->mobil;
+ lnd_delete(llp);
}
static int
{
struct emp_qelem *qp;
struct emp_qelem *next;
- struct llist *llp;
int count = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
- llp = (struct llist *)qp;
++count;
}
return count;
{
struct emp_qelem *qp;
struct emp_qelem *next;
- struct llist *llp;
+ struct ulist *llp;
int dam;
int count;
if (!totdam || !(count = lnd_count(list)))
return 0;
- dam = ldround(((double)totdam / (double)count), 1);
+ dam = ldround((double)totdam / count, 1);
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
- llp = (struct llist *)qp;
- /* have to get it again because of collateral damage */
- getland(llp->land.lnd_uid, &llp->land);
- landdamage(&llp->land, dam);
- putland(llp->land.lnd_uid, &llp->land);
- if (!llp->land.lnd_own) {
+ llp = (struct ulist *)qp;
+ /* 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);
+ if (!llp->unit.land.lnd_own) {
emp_remque(qp);
free(qp);
}
{
struct emp_qelem *qp;
struct emp_qelem *next;
- struct llist *llp;
+ struct ulist *llp;
int hard;
int easiest = 9876; /* things start great for victim */
int count = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
- llp = (struct llist *)qp;
- hard = lnd_hardtarget(&llp->land);
+ llp = (struct ulist *)qp;
+ hard = lnd_hardtarget(&llp->unit.land);
if (hard < easiest)
easiest = hard; /* things get worse for victim */
++count;
lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
natid victim)
{
- int dam;
+ int mindam = lnd_count(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)
- continue;
- gun = fsect.sct_item[I_GUN];
- if (gun < 1)
+ if (relations_with(fsect.sct_own, victim) >= NEUTRAL)
continue;
range = roundrange(fortrange(&fsect));
trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
if (trange > range)
continue;
- if (fsect.sct_item[I_MILIT] < 5)
- continue;
- shell = fsect.sct_item[I_SHELL];
- if (shell < 1)
- shell += supply_commod(fsect.sct_own, fsect.sct_x, fsect.sct_y,
- I_SHELL, 1);
- if (shell < 1)
- continue;
- shell--;
- fsect.sct_item[I_SHELL] = shell;
+ dam = fort_fire(&fsect);
putsect(&fsect);
- if (gun > 7)
- gun = 7;
- guneff = landgun((int)fsect.sct_effic, gun);
- dam = (int)guneff;
+ 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;
}
struct sctstr sect;
getsect(lp->lnd_x, lp->lnd_y, §);
- return (int)(((double)lp->lnd_effic / 100.0) *
- (10 + dchr[sect.sct_type].d_dstr * 2 +
- (double)lp->lnd_spd / 2.0 - lp->lnd_vis));
+ return (int)((lp->lnd_effic / 100.0) *
+ (10 + dchr[sect.sct_type].d_dstr * 2 + lnd_spd(lp) / 2.0
+ - lnd_vis(lp)));
}
-int
-lnd_hit_mine(struct lndstr *lp, struct lchrstr *lcp)
+static int
+lnd_hit_mine(struct lndstr *lp)
{
- double m;
+ 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)
- m /= 2.0;
+ if (lchr[lp->lnd_type].l_flags & L_ENGINEER)
+ m /= 2;
- landdamage(lp, ldround(m, 1));
-
- return (int)m;
+ landdamage(lp, m);
+ return m;
}
double
-lnd_mobcost(struct lndstr *lp, struct sctstr *sp, int mobtype)
+lnd_pathcost(struct lndstr *lp, double pathcost)
{
- double mobcost;
- double smobcost;
+ double effspd;
- /* supply unit's speed depends on their eff, since
- that is their purpose */
+ effspd = lnd_spd(lp);
if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
- mobcost = lp->lnd_effic * 0.01 * lp->lnd_spd;
- else
- mobcost = lp->lnd_spd;
- if (mobcost < 0.01)
- mobcost = 0.01;
-
-/* sector_mcost now takes 2 different arguments, a sector pointer, and
- whether or not to figure in the highway bonus, rail bonus or none.
- bridge heads, bridges and highways have built-in highways bonus
- because they are a 1, and this will discount that. */
-
- smobcost = (double)sector_mcost(sp, mobtype);
- if (smobcost < 0.01)
- smobcost = 0.01;
-
-/* marching through 0 mobility conquered sectors takes lots of mobility,
- unless you are a train. Capturing railways is a good thing. */
-
- if (sp->sct_own != sp->sct_oldown && sp->sct_mobil <= 0 &&
- smobcost < LND_MINMOBCOST && mobtype != MOB_RAIL)
- smobcost = LND_MINMOBCOST;
+ effspd *= lp->lnd_effic * 0.01;
+
+ /*
+ * The return value must be PATHCOST times a factor that depends
+ * only on the land unit. Anything else breaks path finding. In
+ * particular, you can't add or enforce a minimum cost here. Do
+ * it in sector_mcost().
+ */
+ return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech);
+}
- mobcost = smobcost * 5.0 * 480.0 /
- (mobcost + techfact(lp->lnd_tech, mobcost));
+int
+lnd_mobtype(struct lndstr *lp)
+{
+ return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
+ ? MOB_RAIL : MOB_MARCH;
+}
- return mobcost;
+double
+lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
+{
+ return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
}
int
struct emp_qelem *qp;
struct emp_qelem *qp2;
struct emp_qelem *next;
- struct llist *llp;
+ struct ulist *llp;
struct emp_qelem cur, done;
coord dx;
coord dy;
int oldown;
if (dir <= DIR_STOP || dir >= DIR_VIEW) {
- lnd_put(list, actor);
+ unit_put(list, actor);
return 1;
}
dx = diroff[dir][0];
dy = diroff[dir][1];
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
- llp = (struct llist *)qp;
- getsect(llp->land.lnd_x, llp->land.lnd_y, &osect);
+ llp = (struct ulist *)qp;
+ getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
oldown = osect.sct_own;
- newx = xnorm(llp->land.lnd_x + dx);
- newy = ynorm(llp->land.lnd_y + dy);
+ 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->land.lnd_type].l_flags & L_SPY) &&
+ 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) {
- pr("can't go to %s\n", xyas(newx, newy, actor));
+ 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_mess(dp, llp);
+ lnd_stays(actor, dp, llp);
continue;
}
}
- if (sect.sct_rail == 0 &&
- lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) {
+ if (!SCT_HAS_RAIL(§)
+ && lnd_mobtype(&llp->unit.land) == MOB_RAIL) {
if (together) {
- pr("no rail system in %s\n", xyas(newx, newy, actor));
+ 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_mess(dp, llp);
+ lnd_stays(actor, dp, llp);
continue;
}
}
/* 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->land)) {
+ if (would_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
stop = 0;
- if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->land)) {
+ if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
stop = 1;
}
/* now check stuff */
if (!check_sect_ok(&osect))
return 1;
for (qp2 = list->q_back; qp2 != list; qp2 = qp2->q_back) {
- if (!check_land_ok(&((struct llist *)qp2)->land))
+ if (!check_land_ok(&((struct ulist *)qp2)->unit.land))
return 1;
}
if (stop) {
- lnd_mess("stops", llp);
+ lnd_stays(actor, "stops", llp);
continue;
}
}
if (llp->mobil <= 0.0) {
- lnd_mess("is out of mobility", llp);
+ lnd_stays(actor, "is out of mobility", llp);
continue;
}
- llp->land.lnd_x = newx;
- llp->land.lnd_y = newy;
- if (lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) {
- llp->mobil -= lnd_mobcost(&llp->land, §, MOB_RAIL);
- } else {
- llp->mobil -= lnd_mobcost(&llp->land, §, MOB_ROAD);
- }
- llp->land.lnd_mobil = (int)llp->mobil;
- llp->land.lnd_harden = 0;
- putland(llp->land.lnd_uid, &llp->land);
+ llp->unit.land.lnd_x = newx;
+ llp->unit.land.lnd_y = newy;
+ llp->mobil -= lnd_mobcost(&llp->unit.land, §);
+ llp->unit.land.lnd_mobil = (int)llp->mobil;
+ llp->unit.land.lnd_harden = 0;
+ 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 && sect.sct_own) { /* must be a spy */
/* Always a 10% chance of getting caught. */
- if (chance(LND_SPY_DETECT_CHANCE(llp->land.lnd_effic))) {
+ 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->land.lnd_own, HOSTILE);
- } else if (rel == HOSTILE || rel == AT_WAR ||
- rel == SITZKRIEG || rel == MOBILIZATION) {
+ setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
+ } 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->land));
- llp->land.lnd_effic = 0;
- putland(llp->land.lnd_uid, &llp->land);
- lnd_delete(llp, 0);
+ 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);
}
}
}
emp_initque(&cur);
emp_initque(&done);
while (!QEMPTY(list)) {
- llp = (struct llist *)list->q_back;
- newx = llp->land.lnd_x;
- newy = llp->land.lnd_y;
+ 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 llist *)qp;
- if (llp->land.lnd_x == newx && llp->land.lnd_y == newy) {
+ 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->land.lnd_type].l_flags & L_SPY))
+ if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
visible = 1;
}
}
/* move survivors to done */
for (qp = cur.q_back; qp != &cur; qp = next) {
next = qp->q_back;
- llp = (struct llist *)qp;
emp_remque(qp);
emp_insque(qp, &done);
}
}
/*
- * 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_mission > 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 (roll(100) < lnd_acc(&land))
+ 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;
-}
-
-char *
-lnd_path(int together, struct lndstr *lp, char *buf)
-{
- coord destx;
- coord desty;
- struct sctstr d_sect, sect;
- char *cp;
- double dummy;
-
- if (!sarg_xy(buf, &destx, &desty))
- return 0;
- if (!together) {
- pr("Cannot go to a destination sector if not all starting in the same sector\n");
- return 0;
- }
- if (!getsect(destx, desty, &d_sect)) {
- pr("%d,%d is not a sector\n", destx, desty);
- return 0;
- }
- getsect(lp->lnd_x, lp->lnd_y, §);
- if (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
- cp = BestLandPath(buf, §, &d_sect, &dummy, MOB_RAIL);
- else
- cp = BestLandPath(buf, §, &d_sect, &dummy, MOB_ROAD);
- if (!cp) {
- pr("No owned path from %s to %s!\n",
- xyas(lp->lnd_x, lp->lnd_y, player->cnum),
- xyas(d_sect.sct_x, d_sect.sct_y, player->cnum));
- return 0;
- }
- pr("Using path '%s'\n", cp);
- return cp;
+ return dam;
}
int
/*
* Increase fortification value of LP.
- * Fortification costs mobility. Use up to HARD_AMT mobility.
+ * Fortification costs mobility. Use up to MOB mobility.
* Return actual fortification increase.
*/
int
-lnd_fortify (struct lndstr *lp, int hard_amt)
+lnd_fortify(struct lndstr *lp, int mob)
{
- int mob_used;
- int eng;
+ int hard_amt;
+ double mob_used, mult;
- if ((lp->lnd_ship >= 0) || lp->lnd_land >= 0)
+ if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
return 0;
- hard_amt = MIN(lp->lnd_mobil, hard_amt);
-
- if ((lp->lnd_harden + hard_amt) > land_mob_max)
- hard_amt = land_mob_max - lp->lnd_harden;
-
- eng = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own);
+ mob_used = MIN(lp->lnd_mobil, mob);
+ if (mob_used < 0)
+ return 0;
- if (eng)
- hard_amt *= 1.5;
+ mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own)
+ ? 1.5 : 1.0;
- if ((lp->lnd_harden + hard_amt) > land_mob_max)
+ hard_amt = (int)(mob_used * mult);
+ if (lp->lnd_harden + hard_amt > land_mob_max) {
hard_amt = land_mob_max - lp->lnd_harden;
+ mob_used = ceil(hard_amt / mult);
+ }
- /* Ok, set the mobility used */
- mob_used = hard_amt;
-
- /* Now, if an engineer helped, it's really only 2/3rds of
- that */
- if (eng)
- mob_used /= 1.5;
-
- /* If we increased it, but not much, we gotta take at least 1
- mob point. */
- if (mob_used <= 0 && hard_amt > 0)
- mob_used = 1;
-
- lp->lnd_mobil -= mob_used;
- if (lp->lnd_mobil < 0)
- lp->lnd_mobil = 0;
-
+ lp->lnd_mobil -= (int)mob_used;
lp->lnd_harden += hard_amt;
lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
return hard_amt;
}
+/*
+ * Is there a engineer unit at X,Y that can help nation CN?
+ */
+static int
+has_helpful_engineer(coord x, coord y, natid cn)
+{
+ struct nstr_item ni;
+ struct lndstr land;
+
+ snxtitem_xy(&ni, EF_LAND, x, y);
+ while (nxtitem(&ni, &land)) {
+ if (relations_with(land.lnd_own, cn) != ALLIED)
+ continue;
+ if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
+ return 1;
+ }
+
+ return 0;
+}
+
/*
* Set LP's tech to TLEV along with everything else that depends on it.
*/
lnd_set_tech(struct lndstr *lp, int tlev)
{
struct lchrstr *lcp = lchr + lp->lnd_type;
- int tech_diff = tlev - lcp->l_tech;
- if (CANT_HAPPEN(tech_diff < 0)) {
- tlev -= tech_diff;
- tech_diff = 0;
- }
+ if (CANT_HAPPEN(tlev < lcp->l_tech))
+ tlev = lcp->l_tech;
lp->lnd_tech = tlev;
- lp->lnd_att = (float)LND_ATTDEF(lcp->l_att, tech_diff);
- lp->lnd_def = (float)LND_ATTDEF(lcp->l_def, tech_diff);
- lp->lnd_vul = (int)LND_VUL(lcp->l_vul, tech_diff);
- lp->lnd_spd = (int)LND_SPD(lcp->l_spd, tech_diff);
- lp->lnd_vis = (int)LND_VIS(lcp->l_vis, tech_diff);
- lp->lnd_spy = (int)LND_SPY(lcp->l_spy, tech_diff);
- lp->lnd_rad = (int)LND_RAD(lcp->l_rad, tech_diff);
- lp->lnd_frg = (int)LND_FRG(lcp->l_frg, tech_diff);
- lp->lnd_acc = (int)LND_ACC(lcp->l_acc, tech_diff);
- lp->lnd_dam = (int)LND_DAM(lcp->l_dam, tech_diff);
- lp->lnd_ammo = (int)LND_AMM(lcp->l_ammo, lcp->l_dam, tech_diff);
- lp->lnd_aaf = (int)LND_AAF(lcp->l_aaf, tech_diff);
- lp->lnd_fuelc = (int)LND_FC(lcp->l_fuelc, tech_diff);
- lp->lnd_fuelu = (int)LND_FU(lcp->l_fuelu, tech_diff);
- lp->lnd_maxlight = (int)LND_XPL(lcp->l_nxlight, tech_diff);
- lp->lnd_maxland = (int)LND_MXL(lcp->l_nland, tech_diff);
}