/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2010, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* ---
*
* lndsub.c: Land unit subroutines
- *
+ *
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1998-2000
- * Markus Armbruster, 2004-2006
+ * Markus Armbruster, 2004-2009
*/
#include <config.h>
#include "unit.h"
static void lnd_mess(char *, struct ulist *);
-static int lnd_hit_mine(struct lndstr *, struct lchrstr *);
+static int lnd_hit_mine(struct lndstr *);
+static int has_helpful_engineer(coord, coord, natid);
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;
}
+int
+lnd_reaction_range(struct lndstr *lp)
+{
+ 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_print(struct ulist *llp, char *s)
{
taken = llp->unit.land.lnd_item[I_MILIT];
/* Spies always die */
- if (((struct lchrstr *)llp->chrp)->l_flags & L_SPY) {
- eff_eq = 100;
+ if (((struct lchrstr *)llp->chrp)->l_flags & L_SPY)
llp->unit.land.lnd_effic = 0;
- } else {
+ else {
eff_eq = ldround(cas * 100.0 /
- ((struct lchrstr *)llp->chrp)->l_mil, 1);
+ ((struct lchrstr *)llp->chrp)->l_item[I_MILIT], 1);
llp->unit.land.lnd_effic -= eff_eq;
lnd_submil(&llp->unit.land, cas);
}
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;
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_mil / 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
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)
-{
- 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
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->unit.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) {
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)
+ if (SCT_LANDMINES(§) == 0)
continue;
if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
- lnd_hit_mine(&llp->unit.land, ((struct lchrstr *)llp->chrp));
+ lnd_hit_mine(&llp->unit.land);
sect.sct_mines--;
putsect(§);
putland(llp->unit.land.lnd_uid, &llp->unit.land);
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 = 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
double guneff;
int shell, gun;
int dam;
+ int stopping = 0;
int totdam = 0;
int i;
continue;
if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
continue;
- gun = fsect.sct_item[I_GUN];
- if (gun < 1)
- 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;
}
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;
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;
continue;
}
}
- if ((!intrchr[INT_RAIL].in_enable || sect.sct_rail == 0)
+ if (!SCT_HAS_RAIL(§)
&& lnd_mobtype(&llp->unit.land) == MOB_RAIL) {
if (together) {
pr("no rail system in %s\n", xyas(newx, newy, actor));
pr("%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_delete(llp, NULL);
}
}
}
/* 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);
}
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))
- 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;
+ return dam;
}
+
int
lnd_can_attack(struct lndstr *lp)
{
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 (land.lnd_own != cn && getrel(getnatp(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 = 0;
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, 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);
}