/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2015, 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/>.
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * See files README, COPYING and CREDITS in the root of the source
+ * tree for related information and legal notices. It is expected
+ * that future projects/authors will amend these files as needed.
*
* ---
*
* lndsub.c: Land unit subroutines
- *
+ *
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1998-2000
+ * Markus Armbruster, 2004-2015
*/
+#include <config.h>
+
#include <math.h>
-#include "misc.h"
-#include "player.h"
+#include <stdlib.h>
+#include "chance.h"
+#include "combat.h"
+#include "damage.h"
+#include "empobj.h"
#include "file.h"
-#include "var.h"
-#include "sect.h"
-#include "path.h"
+#include "misc.h"
+#include "mission.h"
#include "news.h"
-#include "treaty.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"
-int
+static void lnd_mar_put_one(struct ulist *);
+static int lnd_check_one_mines(struct ulist *, int);
+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)
{
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, s_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);
-}
-
-void
-lnd_delete(struct llist *llp, s_char *s)
-{
- if (s)
- lnd_print(llp, s);
- putland(llp->land.lnd_uid, &llp->land);
- emp_remque((struct emp_qelem *)llp);
- free((s_char *)llp);
+ wu(0, actor, "%s %s\n", prland(&llp->unit.land), s);
}
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 n;
int biggest;
int civs;
- int nowned;
coord ret_x, ret_y;
coord bx, by;
struct sctstr sect;
int ret_chance;
- s_char buf[1024];
+ char buf[1024];
int taken;
int nowhere_to_go = 0;
- struct sctstr rsect;
- double mobcost;
- s_char orig;
+ 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 (lchr[llp->unit.land.lnd_type].l_flags & L_SPY)
+ llp->unit.land.lnd_effic = 0;
+ else {
+ eff_eq = ldround(cas * 100.0 /
+ lchr[llp->unit.land.lnd_type].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] : (s_char *)
- "defending", xyas(llp->land.lnd_x, llp->land.lnd_y,
- llp->land.lnd_own));
- lnd_delete(llp, buf);
+ combat_mode ? att_mode[combat_mode] : "defending",
+ 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_put_one(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;
- if (roll(100) < ret_chance) {
+ ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
+ if (pct_chance(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;
- ++nowned;
- civs = getvar(V_CIVIL, (s_char *)§, EF_SECTOR);
+ mobcost = lnd_mobcost(&llp->unit.land, §);
+ if (mobcost < 0)
+ continue;
+ civs = sect.sct_item[I_CIVIL];
if (civs > biggest) {
biggest = civs;
bx = sect.sct_x;
by = sect.sct_y;
+ bmcost = mobcost;
}
}
- if (!nowned)
+ if (biggest < 0)
nowhere_to_go = 1;
else {
/* retreat to bx,by */
- llp->land.lnd_x = bx;
- llp->land.lnd_y = by;
- getsect(bx, by, &rsect);
- mobcost = lnd_mobcost(&llp->land, &rsect, MOB_ROAD);
- mob = llp->land.lnd_mobil - (int)mobcost;
+ llp->unit.land.lnd_x = bx;
+ llp->unit.land.lnd_y = by;
+ /* FIXME landmines */
+ mob = llp->unit.land.lnd_mobil - (int)bmcost;
if (mob < -127)
mob = -127;
- orig = llp->land.lnd_mobil;
- llp->land.lnd_mobil = (s_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_put_one(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_put_one(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,
+ 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_put_one(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 = (s_char)new;
+ llp->unit.land.lnd_mobil = (signed char)new;
}
}
-int
-lnd_getmil(struct lndstr *lp)
-{
- int vec[I_MAX + 1];
-
- getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
- return vec[I_MILIT];
-}
void
lnd_submil(struct lndstr *lp, int num)
{
- int vec[I_MAX + 1];
-
- getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
- vec[I_MILIT] -= num;
- if (vec[I_MILIT] < 0)
- vec[I_MILIT] = 0;
- putvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
+ int new = lp->lnd_item[I_MILIT] - num;
+ lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
}
int
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,
- s_char *mess)
+ char *mess)
{
- struct lchrstr *lcp;
- s_char buf1[80], buf2[80], buf3[80];
- double estimate = 0.0; /* estimated defense value */
+ int vis = lnd_vis(lp);
+ char buf1[80], buf2[80], buf3[80];
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);
+ t = MAX(t, 0);
if (destination == player->cnum)
pr(", tech %d)\n", t);
else
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)
+lnd_may_mar(struct lndstr *lp, struct lndstr *ldr, char *suffix)
{
- int count = 0;
- struct nstr_item ni;
- struct lndstr land;
+ struct sctstr sect;
+ int mobtype;
- snxtitem_all(&ni, EF_LAND);
- while (nxtitem(&ni, (s_char *)&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;
+ if (!lp->lnd_own || !getsect(lp->lnd_x, lp->lnd_y, §)) {
+ CANT_REACH();
+ return 0;
}
- 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;
+ if (opt_MARKET && ontradingblock(EF_LAND, lp)) {
+ mpr(lp->lnd_own, "%s is on the trading block%s\n",
+ prland(lp), suffix);
+ return 0;
+ }
- snxtitem_xy(&ni, EF_LAND, sp->shp_x, sp->shp_y);
- while (nxtitem(&ni, (s_char *)&land)) {
- if (land.lnd_own == 0)
- continue;
- if (land.lnd_ship == sp->shp_uid)
- nland++;
+ if (lp->lnd_ship >= 0) {
+ mpr(lp->lnd_own, "%s is on a ship%s\n", prland(lp), suffix);
+ return 0;
+ }
+ if (lp->lnd_land >= 0) {
+ mpr(lp->lnd_own, "%s is on a unit%s\n", prland(lp), suffix);
+ return 0;
}
- if (sp->shp_nland != nland) {
- sp->shp_nland = nland;
- putship(sp->shp_uid, sp);
+ if (!(lchr[lp->lnd_type].l_flags & L_SPY) &&
+ !(lchr[lp->lnd_type].l_flags & L_TRAIN) &&
+ lp->lnd_item[I_MILIT] == 0) {
+ mpr(lp->lnd_own, "%s has no mil on it to guide it%s\n",
+ prland(lp), suffix);
+ return 0;
}
-}
-void
-lnd_count_units(struct lndstr *lp)
-{
- struct nstr_item ni;
- struct lndstr land;
- int nland = 0;
+ switch (lnd_check_mar(lp, §)) {
+ case LND_STUCK_NOT:
+ break;
+ case LND_STUCK_NO_RAIL:
+ mpr(lp->lnd_own, "%s is stuck off the rail system%s\n",
+ prland(lp), suffix);
+ return 0;
+ default:
+ CANT_REACH();
+ /* fall through */
+ case LND_STUCK_IMPASSABLE:
+ mpr(lp->lnd_own, "%s is stuck%s\n", prland(lp), suffix);
+ return 0;
+ }
- if (lp->lnd_effic < LAND_MINEFF)
- return;
+ if (relations_with(sect.sct_own, lp->lnd_own) != ALLIED &&
+ !(lchr[lp->lnd_type].l_flags & L_SPY) &&
+ sect.sct_own) {
+ mpr(lp->lnd_own, "%s has been kidnapped by %s%s\n",
+ prland(lp), cname(sect.sct_own), suffix);
+ return 0;
+ }
- snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
- while (nxtitem(&ni, (s_char *)&land)) {
- if (land.lnd_own == 0)
- continue;
- if (land.lnd_land == lp->lnd_uid)
- nland++;
+ if (ldr && (lp->lnd_x != ldr->lnd_x || lp->lnd_y != ldr->lnd_y)) {
+ mpr(lp->lnd_own, "%s is not with the leader%s\n",
+ prland(lp), suffix);
+ return 0;
}
- if (lp->lnd_nland != nland) {
- lp->lnd_nland = nland;
- putland(lp->lnd_uid, lp);
+ /*
+ * The marching code gets confused when trains and non-trains
+ * march together. Disallow for now.
+ */
+ mobtype = lnd_mobtype(lp);
+ if (!ldr || mobtype == lnd_mobtype(ldr))
+ ;
+ else if (mobtype == MOB_RAIL) {
+ mpr(lp->lnd_own,
+ "%s is a train and can't march with the leader%s\n",
+ prland(lp), suffix);
+ return 0;
+ } else {
+ mpr(lp->lnd_own, "%s can't rail-march with the leading train%s\n",
+ prland(lp), suffix);
+ return 0;
}
+
+ return 1;
}
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 lndstr land, *ldr = NULL;
+ struct ulist *llp;
emp_initque(list);
- while (nxtitem(ni, (s_char *)&land)) {
- if (!player->owner)
+ while (nxtitem(ni, &land)) {
+ /*
+ * 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, (int *)&land)) {
- pr("unit #%d inelligible - it's for sale.\n",
- land.lnd_uid);
- 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;
- }
- }
-*/
+ if (!lnd_may_mar(&land, ldr, ""))
+ 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 = (struct llist *)malloc(sizeof(struct llist));
- llp->lcp = lcp;
- llp->land = land;
- llp->mobil = (double)land.lnd_mobil;
- emp_insque(&llp->queue, list);
+ llp = lnd_insque(&land, list);
+ if (!ldr)
+ ldr = &llp->unit.land;
}
}
-/* This function assumes that the list was created by lnd_sel */
+/*
+ * 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;
+}
+
void
-lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
- int *togetherp, natid actor)
+lnd_mar_stay_behind(struct emp_qelem *list, natid actor)
{
struct emp_qelem *qp;
struct emp_qelem *next;
- struct llist *llp;
- struct sctstr sect;
- struct lndstr land;
- coord allx;
- coord ally;
- int first = 1;
- s_char mess[128];
- int rel;
+ struct ulist *llp;
+ struct lndstr *lp, *ldr = NULL;
+ char and_stays[32];
- *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);
- if (land.lnd_own != actor) {
+ llp = (struct ulist *)qp;
+ 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, land.lnd_own));
- emp_remque((struct emp_qelem *)llp);
- free((s_char *)llp);
- continue;
- }
- if (land.lnd_ship >= 0) {
- lnd_mess("is on a ship", llp);
- continue;
- }
- if (land.lnd_land >= 0) {
- lnd_mess("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 */
+ prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor));
+ emp_remque(&llp->queue);
+ free(llp);
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);
- 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) &&
- sect.sct_own) {
- sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
- lnd_mess(mess, llp);
+
+ snprintf(and_stays, sizeof(and_stays), " & stays in %s",
+ xyas(lp->lnd_x, lp->lnd_y, actor));
+ if (!lnd_may_mar(lp, ldr, and_stays)) {
+ lnd_mar_put_one(llp);
continue;
}
- if (first) {
- allx = land.lnd_x;
- ally = land.lnd_y;
- first = 0;
- }
- 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;
+
+ if (!ldr)
+ ldr = lp;
+ 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->land = land;
}
}
+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);
+}
+
void
-lnd_put(struct emp_qelem *list, natid actor)
+lnd_mar_put(struct emp_qelem *list, natid actor)
{
- register struct emp_qelem *qp;
- register 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((s_char *)qp);
- qp = newqp;
+ 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 emp_qelem *next;
- struct llist *llp;
+ struct ulist *llp;
struct sctstr sect;
int mines, m, max, sshells, lshells;
- double mobcost;
+ 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 llist *)qp;
- if (!(llp->lcp->l_flags & L_ENGINEER)) {
- if (verbose)
- mpr(actor, "%s is not an engineer!\n", prland(&llp->land));
+ llp = (struct ulist *)qp;
+ if (!(lchr[llp->unit.land.lnd_type].l_flags & L_ENGINEER))
continue;
- }
- if (takemob && llp->mobil < 0.0) {
- if (verbose)
- lnd_mess("is out of mobility", llp);
- continue;
- }
- getsect(llp->land.lnd_x, llp->land.lnd_y, §);
- if (sect.sct_oldown == llp->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));
- continue;
- }
- if (sect.sct_type == SCT_BSPAN) {
- if (verbose)
- mpr(actor, "%s is on a bridge. No mines there!\n",
- prland(&llp->land));
- 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;
+ 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->land.lnd_uid, &llp->land);
- if (!(mines = getvar(V_MINE, (s_char *)§, EF_SECTOR)))
+ 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 = vl_find(V_SHELL, llp->lcp->l_vtype,
- llp->lcp->l_vamt, (int)llp->lcp->l_nv);
- lshells = getvar(V_SHELL, (s_char *)&llp->land, EF_LAND);
- sshells = getvar(V_SHELL, (s_char *)§, EF_SECTOR);
+ 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 * llp->lcp->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)
++lshells;
- else
+ else if (sshells < ITEM_MAX)
++sshells;
}
}
- putvar(V_MINE, mines, (s_char *)§, EF_SECTOR);
- putvar(V_SHELL, lshells, (s_char *)&llp->land, EF_LAND);
- putvar(V_SHELL, sshells, (s_char *)§, EF_SECTOR);
- putland(llp->land.lnd_uid, &llp->land);
+ sect.sct_mines = mines;
+ llp->unit.land.lnd_item[I_SHELL] = lshells;
+ sect.sct_item[I_SHELL] = sshells;
+ putland(llp->unit.land.lnd_uid, &llp->unit.land);
putsect(§);
+ stopping |= lnd_check_one_mines(llp, 1);
}
+ 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 llist *llp;
+ struct sctstr sect;
- for (qp = list->q_back; qp != list; qp = next) {
- next = qp->q_back;
- llp = (struct llist *)qp;
- if (llp->lcp->l_flags & L_ENGINEER)
- return 1;
+ 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) {
+ emp_remque(&llp->queue);
+ free(llp);
+ }
+ return 1;
}
return 0;
}
{
struct emp_qelem *qp;
struct emp_qelem *next;
- struct llist *llp;
- struct sctstr sect;
- int mines;
int stopping = 0;
- int has_engineers = 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 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)
- continue;
- if (!(mines = getvar(V_MINE, (s_char *)§, EF_SECTOR)))
- continue;
- if (chance(DMINE_LHITCHANCE(mines) / (1 + 2 * has_engineers))) {
- lnd_hit_mine(&llp->land, llp->lcp);
- mines--;
- putvar(V_MINE, mines, (s_char *)§, EF_SECTOR);
- putsect(§);
- putland(llp->land.lnd_uid, (s_char *)&llp->land);
- if (!llp->land.lnd_own) {
- stopping = 1;
- emp_remque(qp);
- free((s_char *)qp);
- }
- }
+ stopping |= lnd_check_one_mines((struct ulist *)qp, with_eng);
}
return stopping;
}
-void
-lnd_list(struct emp_qelem *land_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;
- struct llist *llp;
- struct lndstr *lnd;
- int vec[I_MAX + 1];
-
- 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("%1c", lnd->lnd_army);
- pr("%4d%%", lnd->lnd_effic);
- getvec(VT_ITEM, vec, (s_char *)lnd, EF_LAND);
- pr("%4d", vec[I_SHELL]);
- pr("%4d", vec[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);
- }
-}
-
-void
-lnd_mess(s_char *str, struct llist *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));
- 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((s_char *)llp);
-}
-
-static int
-lnd_count(struct emp_qelem *list)
-{
- 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;
+ 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
{
struct emp_qelem *qp;
struct emp_qelem *next;
- struct llist *llp;
+ struct ulist *llp;
int dam;
int count;
- if (!totdam || !(count = lnd_count(list)))
+ if (!totdam || !(count = emp_quelen(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((s_char *)qp);
+ free(qp);
}
}
return dam;
{
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 = emp_quelen(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;
- double range, range2, guneff;
- int shell, gun;
+ int trange, range;
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 (fsect.sct_type != SCT_FORTR)
- continue;
- if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
- continue;
- gun = getvar(V_GUN, (s_char *)&fsect, EF_SECTOR);
- if (gun < 1)
+ if (relations_with(fsect.sct_own, victim) >= NEUTRAL)
continue;
- range = tfactfire(fsect.sct_own, (double)min(gun, 7));
- if (fsect.sct_effic > 59)
- range++;
- range2 = roundrange(range);
+ range = roundrange(fortrange(&fsect));
trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
- if (trange > range2)
+ if (trange > range)
continue;
- if (getvar(V_MILIT, (s_char *)&fsect, EF_SECTOR) < 5)
- continue;
- shell = getvar(V_SHELL, (s_char *)&fsect, EF_SECTOR);
- if (shell < 1)
- shell += supply_commod(fsect.sct_own,
- fsect.sct_x, fsect.sct_y, I_SHELL, 1);
- if (shell < 1)
- continue;
- shell--;
- putvar(V_SHELL, shell, (s_char *)&fsect, EF_SECTOR);
+ 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 = roll(20) + 10;
- if (lcp->l_flags & L_ENGINEER)
- m /= 2.0;
+ m = MINE_LDAMAGE();
+ 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;
+ 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);
+}
-/* marching through 0 mobility conquered sectors takes lots of mobility,
- unless you are a train. Capturing railways is a good thing. */
+int
+lnd_mobtype(struct lndstr *lp)
+{
+ return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
+ ? MOB_RAIL : MOB_MARCH;
+}
- if (sp->sct_own != sp->sct_oldown && sp->sct_mobil <= 0 &&
- smobcost < LND_MINMOBCOST && mobtype != MOB_RAIL)
- smobcost = LND_MINMOBCOST;
+double
+lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
+{
+ return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
+}
- mobcost = smobcost * 5.0 * 480.0 /
- (mobcost + techfact(lp->lnd_tech, mobcost));
+/*
+ * 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;
- return mobcost;
+ 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_dir(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 llist *llp;
+ struct ulist *llp;
coord dx;
coord dy;
coord newx;
coord newy;
- int stopping = 0;
- int visible = 0;
- int stop;
- s_char dp[80];
+ int move;
int rel;
int oldown;
- if (dir <= DIR_STOP || dir >= DIR_VIEW) {
- lnd_put(list, actor);
+ if (CANT_HAPPEN(QEMPTY(list)))
+ return 1;
+
+ if (dir <= DIR_STOP || dir > DIR_LAST) {
+ CANT_HAPPEN(dir != DIR_STOP);
+ 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 llist *)qp;
- getsect(llp->land.lnd_x, llp->land.lnd_y, &osect);
- oldown = osect.sct_own;
- newx = xnorm(llp->land.lnd_x + dx);
- newy = ynorm(llp->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) &&
- 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));
- return 1;
- } else {
- sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
- lnd_mess(dp, llp);
- continue;
- }
+ llp = (struct ulist *)qp;
+ 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));
+ 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;
}
+ }
+ if (!move) {
+ mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
+ return 1;
+ }
- if (!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY))
- visible = 1;
- if (sect.sct_rail == 0 &&
- lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) {
- if (together) {
- pr("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);
- continue;
- }
- }
- /* Note we check would_abandon first because we don't want
- to always have to do these checks */
- if (would_abandon(&osect, V_CIVIL, 0, &(llp->land))) {
- stop = 0;
- if (!want_to_abandon(&osect, V_CIVIL, 0, &(llp->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 llist *)qp2)->land)))
- return 1;
- }
- if (stop) {
- lnd_mess("stops", llp);
- continue;
- }
+ 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)) {
+ mpr(actor, "%s can't go to %s & stays in %s\n",
+ prland(&llp->unit.land), xyas(newx, newy, actor),
+ xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor));
+ lnd_mar_put_one(llp);
+ continue;
}
if (llp->mobil <= 0.0) {
- lnd_mess("is out of mobility", llp);
+ mpr(actor, "%s is out of mobility & stays in %s\n",
+ prland(&llp->unit.land),
+ xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor));
+ lnd_mar_put_one(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) {
+ /* 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_put_one(llp);
}
}
}
}
+
+ return 0;
+}
+
+int
+lnd_mar_gauntlet(struct emp_qelem *list, int interdict, natid actor)
+{
+ struct ulist *mlp = (struct ulist *)list->q_back;
+ coord newx = mlp->unit.land.lnd_x;
+ coord newy = mlp->unit.land.lnd_y;
+ int stopping, visible;
+ struct emp_qelem *qp, *next;
+ struct ulist *llp;
+
+ stopping = lnd_sweep(list, 0, 1, actor);
if (QEMPTY(list))
return stopping;
- lnd_sweep(list, 0, 1, actor);
stopping |= lnd_check_mines(list);
if (QEMPTY(list))
return stopping;
- if (visible)
+
+ 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;
+ }
+ if (visible && interdict)
stopping |= lnd_interdict(list, newx, newy, actor);
+
return stopping;
}
/*
- * 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)
+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;
- double range, range2;
+ int range;
+ dam = 0;
snxtitem_all(&ni, EF_LAND);
- while (nxtitem(&ni, (s_char *)&land)) {
- if (land.lnd_frg == 0)
- continue;
+ while (nxtitem(&ni, &land)) {
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 (getvar(V_MILIT, (s_char *)&land, EF_LAND) <= 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 = techfact((int)land.lnd_tech, (double)land.lnd_frg / 2.0);
-
- range2 = roundrange(range);
- if (dist > range2)
+ range = roundrange(lnd_fire_range(&land));
+ if (dist > range)
continue;
- shell = getvar(V_SHELL, (s_char *)&land, EF_LAND);
- gun = getvar(V_GUN, (s_char *)&land, EF_LAND);
-
- if (shell == 0 || gun == 0)
+ dam2 = lnd_fire(&land);
+ putland(land.lnd_uid, &land);
+ if (dam2 < 0)
continue;
- use_supply(&land);
- 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 (defending)
+ nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
+ else
+ nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
+ if (pct_chance(lnd_acc(&land) - 1))
+ 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;
-}
-
-s_char *
-lnd_path(int together, struct lndstr *lp, s_char *buf)
-{
- coord destx;
- coord desty;
- struct sctstr d_sect, sect;
- s_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 = (s_char *)BestLandPath(buf, §, &d_sect, &dummy, MOB_RAIL);
- else
- cp = (s_char *)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
{
struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
-/* if (lcp->l_flags & L_SUPPLY ||
- lcp->l_flags & L_SECURITY ||
- lcp->l_flags & L_FLAK ||
- lcp->l_frg)
- return 0; */
if (lcp->l_flags & L_SUPPLY)
return 0;
/*
* 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)
+ return 0;
- if ((lp->lnd_ship >= 0) || lp->lnd_land >= 0)
+ mob_used = MIN(lp->lnd_mobil, mob);
+ if (mob_used < 0)
return 0;
- hard_amt = min(lp->lnd_mobil, hard_amt);
+ 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);
+ }
- eng = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own);
-
- if (eng)
- hard_amt = ((float)hard_amt * 1.5);
+ lp->lnd_mobil -= (int)mob_used;
+ lp->lnd_harden += hard_amt;
+ lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
- if ((lp->lnd_harden + hard_amt) > land_mob_max)
- hard_amt = land_mob_max - lp->lnd_harden;
+ return hard_amt;
+}
- /* Ok, set the mobility used */
- mob_used = 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;
- /* Now, if an engineer helped, it's really only 2/3rds of
- that */
- if (eng)
- mob_used = (int)((float)mob_used / 1.5);
+ 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;
+ }
- /* 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;
+ return 0;
+}
- lp->lnd_mobil -= mob_used;
- if (lp->lnd_mobil < 0)
- lp->lnd_mobil = 0;
+/*
+ * Set LP's tech to TLEV along with everything else that depends on it.
+ */
+void
+lnd_set_tech(struct lndstr *lp, int tlev)
+{
+ struct lchrstr *lcp = lchr + lp->lnd_type;
- lp->lnd_harden += hard_amt;
- lp->lnd_harden = min(lp->lnd_harden, land_mob_max);
+ if (CANT_HAPPEN(tlev < lcp->l_tech))
+ tlev = lcp->l_tech;
- return hard_amt;
+ lp->lnd_tech = tlev;
}