/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2010, 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/>.
*
* ---
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1998-2000
- * Markus Armbruster, 2004-2009
+ * Markus Armbruster, 2004-2010
*/
#include <config.h>
#include <stdlib.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 void lnd_stays(natid, char *, struct ulist *);
static int lnd_hit_mine(struct lndstr *);
static int has_helpful_engineer(coord, coord, natid);
}
void
-lnd_print(struct ulist *llp, char *s)
+lnd_print(natid actor, struct ulist *llp, char *s)
{
- if (llp->unit.land.lnd_own == player->cnum)
+ if (actor == 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);
+ wu(0, actor, "%s %s\n", prland(&llp->unit.land), s);
}
void
-lnd_delete(struct ulist *llp, char *s)
+lnd_delete(struct ulist *llp)
{
- if (s)
- lnd_print(llp, s);
putland(llp->unit.land.lnd_uid, &llp->unit.land);
emp_remque((struct emp_qelem *)llp);
free(llp);
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_delete(llp);
/* Since we killed the unit, we killed all the mil on it */
return taken;
} else {
ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
if (roll(100) < 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)
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_delete(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_delete(llp);
}
}
if (nowhere_to_go) {
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,
+ 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!");
}
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 != player->cnum)
continue;
if (opt_MARKET) {
if (ontradingblock(EF_LAND, &land)) {
coord ally;
int first = 1;
char mess[128];
- int rel;
*minmobp = 9876.0;
*maxmobp = -9876.0;
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->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);
+ 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 &&
+ 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 (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->unit.land.lnd_x, llp->unit.land.lnd_y, §);
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 (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--;
}
static void
-lnd_mess(char *str, struct ulist *llp)
+lnd_stays(natid actor, 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));
+ 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;
- putland(llp->unit.land.lnd_uid, &llp->unit.land);
- emp_remque((struct emp_qelem *)llp);
- free(llp);
+ lnd_delete(llp);
}
static int
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);
{
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);
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 &&
+ 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 (!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;
}
}
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->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 && sect.sct_own) { /* 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, NULL);
+ lnd_delete(llp);
}
}
}
}
/*
- * 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;
int dam, dam2;
int dist;
int range;
while (nxtitem(&ni, &land)) {
if ((land.lnd_x == x) && (land.lnd_y == y))
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)))
+ if (!feels_like_helping(land.lnd_own, attacker, victim))
continue;
/* are we in range? */
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;
}