/*
* 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) 1986-2021, 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.
*
* ---
*
* retreat.c: Retreat subroutines
- *
+ *
* Known contributors to this file:
* Steve McClure, 2000
- *
+ * Ron Koenderink, 2005-2006
+ * Markus Armbruster, 2006-2015
*/
-#include <string.h>
-#include "misc.h"
-#include "player.h"
-#include "nat.h"
-#include "var.h"
-#include "retreat.h"
-#include "ship.h"
-#include "land.h"
-#include "sect.h"
-#include "news.h"
-#include "xy.h"
+#include <config.h>
+
#include "nsc.h"
#include "path.h"
-#include "file.h"
-#include "options.h"
-#include "damage.h"
+#include "player.h"
#include "prototypes.h"
-#include "optlist.h"
-
-static int findcondition(s_char);
-static int retreat_land1(struct lndstr *, s_char, int);
-static int retreat_ship1(struct shpstr *, s_char, int);
-
-struct ccode {
- s_char code;
- s_char *desc[2];
-} conditions[] = {
- {
- 'i', {
- "retreated with a damaged friend", "was damaged",},}, {
- 't', {
- "retreated with a torpedoed ship", "was hit by a torpedo",},}, {
- 's', {
- "retreated with a ship scared by sonar",
- "detected a sonar ping",},}, {
- 'h', {
- "retreated with a helpless ship",
- "was fired upon with no one able to defend it",},}, {
- 'b', {
- "retreated with a bombed friend", "was bombed",},}, {
- 'd', {
- "retreated with a depth-charged ship", "was depth-charged",},}, {
- 'u', {
- "retreated with a boared ship", "was boarded",},}, {
- 0, {
-"", ""}},};
-
-int
-check_retreat_and_do_shipdamage(struct shpstr *sp, int dam)
+#include "retreat.h"
+#include "unit.h"
+
+static void retreat_ship_sel(struct shpstr *, struct emp_qelem *, int);
+static int retreat_ships_step(struct emp_qelem *, char, natid);
+static void retreat_land_sel(struct lndstr *, struct emp_qelem *, int);
+static int retreat_lands_step(struct emp_qelem *, char, natid);
+
+static int
+retreat_steps(char *rpath)
{
- if (dam <= 0)
- return 0;
+ int i;
- shipdamage(sp, dam);
- if (sp->shp_rflags & RET_INJURED)
- retreat_ship(sp, 'i');
+ for (i = 0; i < MAX_RETREAT && rpath[i]; i++) {
+ if (rpath[i] == 'h')
+ return i + 1;
+ }
+ return i;
+}
- return 1;
+static void
+consume_step(char *rpath, int *rflags)
+{
+ memmove(rpath, rpath + 1, RET_LEN - 1);
+ if (!rpath[0])
+ *rflags = 0;
}
void
-retreat_ship(struct shpstr *sp, s_char code)
+retreat_ship(struct shpstr *sp, natid own, char code)
{
+ int n, i;
+ struct emp_qelem list;
struct nstr_item ni;
struct shpstr ship;
- s_char buf[2];
- if (sp->shp_rflags & RET_GROUP) {
- buf[0] = sp->shp_fleet;
- buf[1] = 0;
- snxtitem(&ni, EF_SHIP, buf);
- while (nxtitem(&ni, (s_char *)&ship))
- if ((ship.shp_fleet == buf[0]) &&
- (ship.shp_own == sp->shp_own)) {
- if (ship.shp_uid == sp->shp_uid) {
- retreat_ship1(sp, code, 1);
- if (sp->shp_rpath[0] == 0)
- sp->shp_rflags = 0;
- } else {
- retreat_ship1(&ship, code, 0);
- getship(ship.shp_uid, &ship);
- if (ship.shp_rpath[0] == 0) {
- ship.shp_rflags = 0;
- putship(ship.shp_uid, &ship);
- }
- }
- }
- } else {
- retreat_ship1(sp, code, 1);
- if (sp->shp_rpath[0] == 0)
- sp->shp_rflags = 0;
- }
-}
+ if (CANT_HAPPEN(!own || (sp->shp_own && sp->shp_own != own)))
+ return;
+ if (own == player->cnum || !sp->shp_rpath[0])
+ return;
-static int
-retreat_ship1(struct shpstr *sp, s_char code, int orig)
+ n = retreat_steps(sp->shp_rpath);
+ if (!n)
+ return;
+ /*
+ * We're going to put a copy of *sp into list. The movement loop
+ * will use that copy, which may render *sp stale. To avoid
+ * leaving the caller with a stale *sp, we'll re-get it at the
+ * end. To make that work, we need to put it now. Resets
+ * sp->shp_own when the ship sinks.
+ */
+ putship(sp->shp_uid, sp);
- /* Is this the originally scared ship, or a follower */
-{
- struct sctstr sect;
- register int n;
- register int m;
- int max;
- int dir;
- coord newx;
- coord newy;
- coord dx;
- coord dy;
- int stopping;
- int mines;
- int shells;
- double mobcost;
- struct mchrstr *mcp;
- int time_to_stop;
-
- sp->shp_mission = 0;
- if (sp->shp_own == 0)
- return 0;
-
- if (isupper(code))
- code = tolower(code);
-
- n = 0;
- if (sp->shp_effic < SHIP_MINEFF) {
- wu(0, sp->shp_own,
- "%s %s,\nbut it died in the attack, and so couldn't retreat!\n",
- prship(sp), conditions[findcondition(code)].desc[orig]);
- if (!orig)
- putship(sp->shp_uid, sp);
- return 0;
- }
+ emp_initque(&list);
+ if (sp->shp_own)
+ retreat_ship_sel(sp, &list, n);
- if (opt_SAIL) {
- /* can't retreat a ship that's sailin, bad things happend */
- if (*sp->shp_path) {
- wu(0, sp->shp_own,
- "%s %s,\nbut had sailing orders, and couldn't retreat!\n",
- prship(sp), conditions[findcondition(code)].desc[orig]);
- if (!orig)
- putship(sp->shp_uid, sp);
- return 0;
+ if (sp->shp_rflags & RET_GROUP) {
+ snxtitem_xy(&ni, EF_SHIP, sp->shp_x, sp->shp_y);
+ while (nxtitem(&ni, &ship)) {
+ if (ship.shp_own != own
+ || !(ship.shp_rflags & RET_GROUP)
+ || ship.shp_fleet != sp->shp_fleet
+ || ship.shp_uid == sp->shp_uid)
+ continue;
+ if (strncmp(ship.shp_rpath, sp->shp_rpath, MAX_RETREAT + 1))
+ continue;
+ retreat_ship_sel(&ship, &list, n);
}
}
- /* check crew - uws don't count */
- if (sp->shp_item[I_MILIT] == 0 && sp->shp_item[I_CIVIL] == 0) {
- wu(0, sp->shp_own,
- "%s %s,\nbut had no crew, and couldn't retreat!\n", prship(sp),
- conditions[findcondition(code)].desc[orig]);
- if (!orig)
- putship(sp->shp_uid, sp);
- return 0;
- }
-
- getsect(sp->shp_x, sp->shp_y, §);
- switch (check_nav(§)) {
- case CN_CONSTRUCTION:
- wu(0, sp->shp_own,
- "%s %s,\nbut was caught in a construction zone, and couldn't retreat!\n",
- prship(sp), conditions[findcondition(code)].desc[orig]);
- if (!orig)
- putship(sp->shp_uid, sp);
- return 0;
- case CN_LANDLOCKED:
- wu(0, sp->shp_own,
- "%s %s,\nbut was landlocked, and couldn't retreat!\n",
- prship(sp), conditions[findcondition(code)].desc[orig]);
- if (!orig)
- putship(sp->shp_uid, sp);
- return 0;
- /*NOTREACHED*/
- case CN_NAVIGABLE:
- break;
- case CN_ERROR:
- default:
- wu(0, sp->shp_own,
- "%s %s,\nbut was subject to an empire error, and couldn't retreat!\n",
- prship(sp), conditions[findcondition(code)].desc[orig]);
- if (!orig)
- putship(sp->shp_uid, sp);
- return 0;
- /*NOTREACHED*/
- }
-
- if (sp->shp_mobil <= 0.0) {
- wu(0, sp->shp_own,
- "%s %s,\nbut had no mobility, and couldn't retreat!\n",
- prship(sp), conditions[findcondition(code)].desc[orig]);
- if (!orig)
- putship(sp->shp_uid, sp);
- return 0;
- }
- n = (-1 * MAX_RETREAT);
- stopping = 0;
- time_to_stop = 0;
- while ((!stopping) && n) {
- dx = dy = 0;
- if (sp->shp_rpath[0] == 0 || sp->shp_rpath[0] == 0) {
- stopping = 1;
- continue;
- }
- if (sp->shp_mobil <= 0.0) {
- wu(0, sp->shp_own,
- "%s %s,\nbut ran out of mobility, and couldn't retreat fully!\n",
- prship(sp), conditions[findcondition(code)].desc[orig]);
- if (!orig)
- putship(sp->shp_uid, sp);
- return 0;
- }
- dir = chkdir(sp->shp_rpath[0], DIR_STOP, DIR_VIEW);
- memmove(sp->shp_rpath, sp->shp_rpath+1, sizeof(sp->shp_rpath) - 1);
- if (dir == -1)
- continue;
- if (dir == DIR_STOP)
- stopping++;
- else {
- dx = diroff[dir][0];
- dy = diroff[dir][1];
- }
- n++;
-
- mcp = &mchr[(int)sp->shp_type];
- newx = xnorm(sp->shp_x + dx);
- newy = ynorm(sp->shp_y + dy);
- mobcost = sp->shp_effic * 0.01 * sp->shp_speed;
- mobcost = 480.0 / (mobcost + techfact(sp->shp_tech, mobcost));
-
- getsect(newx, newy, §);
- if (check_nav(§) != CN_NAVIGABLE ||
- (sect.sct_own && !player->owner &&
- getrel(getnatp(sect.sct_own), sp->shp_own) < FRIENDLY)) {
- wu(0, sp->shp_own, "%s %s,\nbut could not retreat to %s!\n",
- prship(sp), conditions[findcondition(code)].desc[orig],
- xyas(newx, newy, sp->shp_own));
- if (!orig)
- putship(sp->shp_uid, sp);
- return 0;
- }
- sp->shp_x = newx;
- sp->shp_y = newy;
- sp->shp_mobil -= mobcost;
- if (stopping)
- continue;
-
- mines = sect.sct_mines;
- if ((mcp->m_flags & M_SWEEP) && mines > 0 && !player->owner) {
- max = vl_find(V_SHELL, mcp->m_vtype,
- mcp->m_vamt, (int)mcp->m_nv);
- shells = sp->shp_item[I_SHELL];
- for (m = 0; mines > 0 && m < 5; m++) {
- if (chance(0.66)) {
- mines--;
- shells = min(max, shells + 1);
- }
- }
- sect.sct_mines = mines;
- sect.sct_item[I_SHELL] = shells;
- putsect(§);
- }
- if (mines > 0 && !player->owner && chance(DMINE_HITCHANCE(mines))) {
- wu(0, sp->shp_own,
- "%s %s,\nand hit a mine in %s while retreating!\n",
- prship(sp), conditions[findcondition(code)].desc[orig],
- xyas(newx, newy, sp->shp_own));
- nreport(sp->shp_own, N_HIT_MINE, 0, 1);
- m = MINE_DAMAGE();
- shipdamage(sp, m);
- mines--;
- sect.sct_mines = mines;
- putsect(§);
- if (sp->shp_effic < SHIP_MINEFF)
- time_to_stop = 1;
- if (!orig)
- putship(sp->shp_uid, sp);
- return 0;
- }
- if (time_to_stop)
- stopping = 1;
+ /* Loop similar to the one in unit_move(). Keep it that way! */
+ for (i = 0; i < n && !QEMPTY(&list); i++) {
+ /*
+ * Invariant: shp_may_nav() true for all ships
+ * Implies all are in the same sector
+ */
+ if (!retreat_ships_step(&list, sp->shp_rpath[i], own))
+ n = i;
+ shp_nav_stay_behind(&list, own);
+ unit_rad_map_set(&list);
}
- if (orig) {
- wu(0, sp->shp_own, "%s %s, and retreated to %s\n", prship(sp),
- conditions[findcondition(code)].desc[orig],
- xyas(sp->shp_x, sp->shp_y, sp->shp_own));
- } else {
- wu(0, sp->shp_own, "%s %s, and ended up at %s\n",
- prship(sp),
- conditions[findcondition(code)].desc[orig],
- xyas(sp->shp_x, sp->shp_y, sp->shp_own));
- }
- if (!orig)
- putship(sp->shp_uid, sp);
- return 1;
+ if (!QEMPTY(&list))
+ shp_nav_put(&list, own);
+ getship(sp->shp_uid, sp);
}
-#if 0
-static int
-check_nav(sect)
-struct sctstr *sect;
+static void
+retreat_ship_sel(struct shpstr *sp, struct emp_qelem *list, int n)
{
- switch (dchr[sect->sct_type].d_flg & 03) {
- case NAVOK:
- break;
-
- case NAV_02:
- if (sect->sct_effic < 2)
- return CN_CONSTRUCTION;
- break;
- case NAV_60:
- if (sect->sct_effic < 60)
- return CN_CONSTRUCTION;
- break;
- default:
- return CN_LANDLOCKED;
+ struct shpstr *flg = QEMPTY(list) ? NULL
+ : &((struct ulist *)(list->q_back))->unit.ship;
+
+ if (!shp_may_nav(sp, flg, ", and can't retreat!"))
+ return;
+ if (sp->shp_mobil <= 0) {
+ mpr(sp->shp_own, "%s has no mobility, and can't retreat!\n",
+ prship(sp));
+ return;
}
- return CN_NAVIGABLE;
+
+ if (flg)
+ mpr(sp->shp_own, "%s retreats with her\n", prship(sp));
+ else
+ mpr(sp->shp_own, "%s retreats along path %.*s\n",
+ prship(sp), n, sp->shp_rpath);
+ shp_insque(sp, list);
}
-#endif
static int
-findcondition(s_char code)
+retreat_ships_step(struct emp_qelem *list, char step, natid actor)
{
- int x;
-
- x = 0;
- while (conditions[x].code) {
- if (conditions[x].code == code)
- return (x);
- x++;
+ int dir = chkdir(step, DIR_STOP, DIR_LAST);
+ struct emp_qelem *qp;
+ struct ulist *mlp;
+ struct shpstr *sp;
+
+ if (dir != DIR_STOP && shp_nav_dir(list, dir, actor))
+ return 0; /* can't go there */
+
+ for (qp = list->q_back; qp != list; qp = qp->q_back) {
+ mlp = (struct ulist *)qp;
+ sp = &mlp->unit.ship;
+ consume_step(sp->shp_rpath, &sp->shp_rflags);
+ if (dir != DIR_STOP)
+ sp->shp_mission = 0;
+ putship(sp->shp_uid, sp);
}
- return (x);
-}
-
-int
-check_retreat_and_do_landdamage(struct lndstr *lp, int dam)
-{
- if (dam <= 0)
- return 0;
-
- landdamage(lp, dam);
- if (lp->lnd_rflags & RET_INJURED)
- retreat_land(lp, 'i');
-
- return 1;
+ return dir != DIR_STOP && !shp_nav_gauntlet(list, 0, actor);
}
void
-retreat_land(struct lndstr *lp, s_char code)
+retreat_land(struct lndstr *lp, natid own, char code)
{
+ int n, i;
+ struct emp_qelem list;
struct nstr_item ni;
struct lndstr land;
- s_char buf[2];
+
+ if (CANT_HAPPEN(!own || (lp->lnd_own && lp->lnd_own != own)))
+ return;
+ if (own == player->cnum || !lp->lnd_rpath[0])
+ return;
+
+ n = retreat_steps(lp->lnd_rpath);
+ if (!n)
+ return;
+
+ /* See explanation in retreat_ship() */
+ putland(lp->lnd_uid, lp);
+
+ emp_initque(&list);
+ if (lp->lnd_own)
+ retreat_land_sel(lp, &list, n);
if (lp->lnd_rflags & RET_GROUP) {
- buf[0] = lp->lnd_army;
- buf[1] = 0;
- snxtitem(&ni, EF_SHIP, buf);
- while (nxtitem(&ni, (s_char *)&land))
- if ((land.lnd_army == buf[0]) && (land.lnd_own == lp->lnd_own)) {
- if (land.lnd_uid == lp->lnd_uid) {
- retreat_land1(lp, code, 1);
- if (lp->lnd_rpath[0] == 0)
- lp->lnd_rflags = 0;
- } else {
- retreat_land1(&land, code, 0);
- getland(land.lnd_uid, &land);
- if (land.lnd_rpath[0] == 0) {
- land.lnd_rflags = 0;
- putland(land.lnd_uid, &land);
- }
- }
- }
- } else {
- retreat_land1(lp, code, 1);
- if (lp->lnd_rpath[0] == 0)
- lp->lnd_rflags = 0;
+ snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
+ while (nxtitem(&ni, &land)) {
+ if (land.lnd_own != own
+ || !(land.lnd_rflags & RET_GROUP)
+ || land.lnd_army != lp->lnd_army
+ || land.lnd_uid == lp->lnd_uid)
+ continue;
+ if (strncmp(land.lnd_rpath, lp->lnd_rpath, MAX_RETREAT + 1))
+ continue;
+ retreat_land_sel(&land, &list, n);
+ }
}
-}
-static int
-retreat_land1(struct lndstr *lp, s_char code, int orig)
+ /* Loop similar to the one in unit_move(). Keep it that way! */
+ for (i = 0; i < n && !QEMPTY(&list); i++) {
+ /*
+ * Invariant: lnd_may_nav() true for all land units
+ * Implies all are in the same sector
+ */
+ if (!retreat_lands_step(&list, lp->lnd_rpath[i], own))
+ n = i;
+ lnd_mar_stay_behind(&list, own);
+ unit_rad_map_set(&list);
+ }
+ if (!QEMPTY(&list))
+ lnd_mar_put(&list, own);
+ getland(lp->lnd_uid, lp);
+}
- /* Is this the originally scared unit, or a follower */
+static void
+retreat_land_sel(struct lndstr *lp, struct emp_qelem *list, int n)
{
- struct sctstr sect;
- register int n;
- register int m;
- int max;
- int dir;
- coord newx;
- coord newy;
- coord dx;
- coord dy;
- int stopping;
- int mines;
- int shells;
- double mobcost;
- struct lchrstr *lcp;
- int time_to_stop;
-
- lp->lnd_mission = 0;
- if (lp->lnd_own == 0)
- return 0;
-
- if (isupper(code))
- code = tolower(code);
-
- n = 0;
- if (lp->lnd_effic < LAND_MINEFF) {
- wu(0, lp->lnd_own,
- "%s %s,\nbut it died in the attack, and so couldn't retreat!\n",
- prland(lp), conditions[findcondition(code)].desc[orig]);
- if (!orig)
- putland(lp->lnd_uid, lp);
- return 0;
+ struct lndstr *ldr = QEMPTY(list)
+ ? NULL : &((struct ulist *)(list->q_back))->unit.land;
+
+ if (!lnd_may_mar(lp, ldr, ", and can't retreat!"))
+ return;
+ if (lp->lnd_mobil <= 0) {
+ mpr(lp->lnd_own, "%s has no mobility, and can't retreat!\n",
+ prland(lp));
+ return;
}
- getsect(lp->lnd_x, lp->lnd_y, §);
-
- if (lp->lnd_mobil <= 0.0) {
- wu(0, lp->lnd_own,
- "%s %s,\nbut had no mobility, and couldn't retreat!\n",
- prland(lp), conditions[findcondition(code)].desc[orig]);
- if (!orig)
- putland(lp->lnd_uid, lp);
- return 0;
- }
+ if (ldr)
+ mpr(lp->lnd_own, "%s retreats with them\n", prland(lp));
+ else
+ mpr(lp->lnd_own, "%s retreats along path %.*s\n",
+ prland(lp), n, lp->lnd_rpath);
+ lnd_insque(lp, list);
+}
- n = (-1 * MAX_RETREAT);
- stopping = 0;
- time_to_stop = 0;
- while ((!stopping) && n) {
- dx = dy = 0;
- if (lp->lnd_rpath[0] == 0 || lp->lnd_rpath[0] == 0) {
- stopping = 1;
- continue;
- }
- if (lp->lnd_mobil <= 0.0) {
- wu(0, lp->lnd_own,
- "%s %s,\nbut ran out of mobility, and couldn't retreat fully!\n",
- prland(lp), conditions[findcondition(code)].desc[orig]);
- if (!orig)
- putland(lp->lnd_uid, lp);
- return 0;
- }
- dir = chkdir(lp->lnd_rpath[0], DIR_STOP, DIR_VIEW);
- memmove(lp->lnd_rpath, lp->lnd_rpath+1, sizeof(lp->lnd_rpath) - 1);
- if (dir == -1)
- continue;
- if (dir == DIR_STOP)
- stopping++;
- else {
- dx = diroff[dir][0];
- dy = diroff[dir][1];
- }
- n++;
-
- lcp = &lchr[(int)lp->lnd_type];
- newx = xnorm(lp->lnd_x + dx);
- newy = ynorm(lp->lnd_y + dy);
-
- getsect(newx, newy, §);
- if ((sect.sct_type == SCT_WATER) ||
- (sect.sct_type == SCT_MOUNT) ||
- (sect.sct_type == SCT_SANCT) ||
- (sect.sct_type == SCT_WASTE) ||
- (sect.sct_own != lp->lnd_own)) {
- wu(0, lp->lnd_own, "%s %s,\nbut could not retreat to %s!\n",
- prland(lp),
- conditions[findcondition(code)].desc[orig],
- xyas(newx, newy, lp->lnd_own));
- if (!orig)
- putland(lp->lnd_uid, lp);
- return 0;
- }
- mobcost = lnd_mobcost(lp, §, MOB_ROAD);
- lp->lnd_x = newx;
- lp->lnd_y = newy;
- lp->lnd_mobil -= mobcost;
- if (stopping)
- continue;
-
- mines = sect.sct_mines;
- if ((lcp->l_flags & L_ENGINEER) && mines > 0 &&
- (sect.sct_oldown != lp->lnd_own)) {
- max = vl_find(V_SHELL, lcp->l_vtype,
- lcp->l_vamt, (int)lcp->l_nv);
- shells = lp->lnd_item[I_SHELL];
- for (m = 0; mines > 0 && m < 5; m++) {
- if (chance(0.66)) {
- mines--;
- shells = min(max, shells + 1);
- }
- }
- sect.sct_mines = mines;
- lp->lnd_item[I_SHELL] = shells;
- putsect(§);
- }
- if (mines > 0 && (sect.sct_oldown != lp->lnd_own) &&
- chance(DMINE_HITCHANCE(mines))) {
- wu(0, lp->lnd_own,
- "%s %s,\nand hit a mine in %s while retreating!\n",
- prland(lp),
- conditions[findcondition(code)].desc[orig],
- xyas(newx, newy, lp->lnd_own));
- nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
- m = MINE_LDAMAGE();
- landdamage(lp, m);
- mines--;
- sect.sct_mines = mines;
- putsect(§);
- if (lp->lnd_effic < LAND_MINEFF)
- time_to_stop = 1;
- if (!orig)
- putland(lp->lnd_uid, lp);
- return 0;
+static int
+retreat_lands_step(struct emp_qelem *list, char step, natid actor)
+{
+ int dir = chkdir(step, DIR_STOP, DIR_LAST);
+ struct emp_qelem *qp;
+ struct ulist *llp;
+ struct lndstr *lp;
+
+ if (dir != DIR_STOP && lnd_mar_dir(list, dir, actor))
+ return 0; /* can't go there */
+
+ for (qp = list->q_back; qp != list; qp = qp->q_back) {
+ llp = (struct ulist *)qp;
+ lp = &llp->unit.land;
+ consume_step(lp->lnd_rpath, &lp->lnd_rflags);
+ if (dir != DIR_STOP) {
+ lp->lnd_mission = 0;
+ lp->lnd_harden = 0;
}
- if (time_to_stop)
- stopping = 1;
+ putland(lp->lnd_uid, lp);
}
- if (orig) {
- wu(0, lp->lnd_own, "%s %s, and retreated to %s\n",
- prland(lp),
- conditions[findcondition(code)].desc[orig],
- xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
- } else {
- wu(0, lp->lnd_own, "%s %s, and ended up at %s\n",
- prland(lp),
- conditions[findcondition(code)].desc[orig],
- xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
- }
- if (!orig)
- putland(lp->lnd_uid, lp);
- return 1;
+ return dir != DIR_STOP && !lnd_mar_gauntlet(list, 0, actor);
}