/*
* 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 "empobj.h"
#include "unit.h"
-static void lnd_mess(char *, struct ulist *);
-static int lnd_hit_mine(struct lndstr *, struct lchrstr *);
+static void lnd_stays(natid, char *, struct ulist *);
+static int lnd_hit_mine(struct lndstr *);
static int has_helpful_engineer(coord, coord, natid);
double
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)
+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);
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_item[I_MILIT], 1);
llp->unit.land.lnd_effic -= eff_eq;
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)
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;
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!");
}
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
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;
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->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, §);
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) {
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 (sect.sct_type == SCT_BSPAN)
+ 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->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);
}
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
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
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;
}
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;
- 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)
+ 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;
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 ((!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));
+ 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, 0);
+ lnd_delete(llp);
}
}
}
/* 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);
}
}
/*
- * 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_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;
+ return dam;
}
+
int
lnd_can_attack(struct lndstr *lp)
{
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;
- lp->lnd_att = l_att(lcp, tlev);
- lp->lnd_def = l_def(lcp, tlev);
- lp->lnd_vul = l_vul(lcp, tlev);
- lp->lnd_spd = l_spd(lcp, tlev);
- lp->lnd_vis = lcp->l_vis;
- lp->lnd_spy = lcp->l_spy;
- lp->lnd_rad = lcp->l_rad;
- lp->lnd_frg = l_frg(lcp, tlev);
- lp->lnd_acc = l_acc(lcp, tlev);
- lp->lnd_dam = l_dam(lcp, tlev);
- lp->lnd_ammo = lcp->l_ammo;
- lp->lnd_aaf = lcp->l_aaf;
- lp->lnd_fuelc = lcp->l_fuelc;
- lp->lnd_fuelu = lcp->l_fuelu;
- lp->lnd_maxlight = lcp->l_nxlight;
- lp->lnd_maxland = lcp->l_nland;
}