/*
* 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) 1986-2012, 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_stays(natid, char *, struct ulist *);
static int lnd_hit_mine(struct lndstr *);
char buf[1024];
int taken;
int nowhere_to_go = 0;
- struct sctstr rsect;
double mobcost, bmcost;
signed char orig;
int mob;
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;
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;
* but much of the code assumes that only the land unit's
* owner can march it.
*/
- if (land.lnd_own != player->cnum)
+ if (!land.lnd_own || land.lnd_own != player->cnum)
continue;
if (opt_MARKET) {
if (ontradingblock(EF_LAND, &land)) {
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *llp;
+ struct lndstr *lp;
struct sctstr sect;
- struct lndstr land;
coord allx;
coord ally;
int first = 1;
char mess[128];
- int rel;
*minmobp = 9876.0;
*maxmobp = -9876.0;
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, actor));
+ prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor));
emp_remque((struct emp_qelem *)llp);
free(llp);
continue;
}
- if (land.lnd_ship >= 0) {
+ if (lp->lnd_ship >= 0) {
lnd_stays(actor, "is on a ship", llp);
continue;
}
- if (land.lnd_land >= 0) {
+ if (lp->lnd_land >= 0) {
lnd_stays(actor, "is on a unit", llp);
continue;
}
- if (!getsect(land.lnd_x, land.lnd_y, §)) {
+ if (!getsect(lp->lnd_x, lp->lnd_y, §)) {
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) {
+ if (!(lchr[lp->lnd_type].l_flags & L_SPY) &&
+ !(lchr[lp->lnd_type].l_flags & L_TRAIN) &&
+ lp->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->unit.land.lnd_type].l_flags & L_SPY) &&
+ if (relations_with(sect.sct_own, actor) != ALLIED &&
+ !(lchr[lp->lnd_type].l_flags & L_SPY) &&
sect.sct_own) {
sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
lnd_stays(actor, mess, llp);
continue;
}
if (first) {
- allx = land.lnd_x;
- ally = land.lnd_y;
+ allx = lp->lnd_x;
+ ally = lp->lnd_y;
first = 0;
}
- if (land.lnd_x != allx || land.lnd_y != ally)
+ if (lp->lnd_x != allx || lp->lnd_y != ally)
*togetherp = 0;
- if (land.lnd_mobil + 1 < (int)llp->mobil) {
- llp->mobil = land.lnd_mobil;
+ 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;
}
}
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--;
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);
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 ||
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 :) */
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) {
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));
mpr(actor, "%s was shot and killed.\n",
prland(&llp->unit.land));
}
/*
- * 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;