X-Git-Url: http://git.pond.sub.org/?p=empserver;a=blobdiff_plain;f=src%2Flib%2Fsubs%2Flndsub.c;h=2dd7f388252e58b0917d4d5006f7f6b91b19b7bc;hp=2e00d6f38740bbe9a986d66af1e9587de741ecbd;hb=beedf8dce;hpb=76830b5b980f2287bd4cba58eb566ca89c394efe diff --git a/src/lib/subs/lndsub.c b/src/lib/subs/lndsub.c index 2e00d6f38..2dd7f3882 100644 --- a/src/lib/subs/lndsub.c +++ b/src/lib/subs/lndsub.c @@ -1,11 +1,11 @@ /* * Empire - A multi-player, client/server Internet based war game. - * Copyright (C) 1986-2008, 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, @@ -14,8 +14,7 @@ * 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 . * * --- * @@ -26,35 +25,52 @@ * --- * * lndsub.c: Land unit subroutines - * + * * Known contributors to this file: * Ken Stevens, 1995 * Steve McClure, 1998-2000 - * Markus Armbruster, 2004-2006 + * Markus Armbruster, 2004-2015 */ #include #include #include +#include "chance.h" #include "combat.h" #include "damage.h" +#include "empobj.h" #include "file.h" #include "misc.h" #include "mission.h" +#include "news.h" #include "nsc.h" #include "optlist.h" #include "path.h" #include "player.h" #include "prototypes.h" -#include "xy.h" -#include "empobj.h" #include "unit.h" +#include "xy.h" -static void lnd_mess(char *, struct ulist *); -static int lnd_hit_mine(struct lndstr *, struct lchrstr *); +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) { @@ -76,7 +92,7 @@ attack_val(int combat_mode, struct lndstr *lp) 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: @@ -113,7 +129,7 @@ defense_val(struct lndstr *lp) !(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 @@ -124,23 +140,24 @@ defense_val(struct lndstr *lp) return value; } -void -lnd_print(struct ulist *llp, char *s) +int +lnd_reaction_range(struct lndstr *lp) { - if (llp->unit.land.lnd_own == 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); + 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_delete(struct ulist *llp, char *s) +lnd_print(natid actor, struct ulist *llp, char *s) { - if (s) - lnd_print(llp, s); - putland(llp->unit.land.lnd_uid, &llp->unit.land); - emp_remque((struct emp_qelem *)llp); - free(llp); + if (actor == player->cnum) + pr("%s %s\n", prland(&llp->unit.land), s); + else + wu(0, actor, "%s %s\n", prland(&llp->unit.land), s); } int @@ -152,7 +169,6 @@ lnd_take_casualty(int combat_mode, struct ulist *llp, int cas) int n; int biggest; int civs; - int nowned; coord ret_x, ret_y; coord bx, by; struct sctstr sect; @@ -160,19 +176,17 @@ lnd_take_casualty(int combat_mode, struct ulist *llp, int cas) char buf[1024]; int taken; int nowhere_to_go = 0; - struct sctstr rsect; double mobcost, bmcost; signed char orig; int mob; taken = llp->unit.land.lnd_item[I_MILIT]; /* Spies always die */ - if (((struct lchrstr *)llp->chrp)->l_flags & L_SPY) { - eff_eq = 100; + if (lchr[llp->unit.land.lnd_type].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); + lchr[llp->unit.land.lnd_type].l_item[I_MILIT], 1); llp->unit.land.lnd_effic -= eff_eq; lnd_submil(&llp->unit.land, cas); } @@ -182,7 +196,8 @@ lnd_take_casualty(int combat_mode, struct ulist *llp, int cas) 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_put_one(llp); /* Since we killed the unit, we killed all the mil on it */ return taken; } else { @@ -204,9 +219,9 @@ lnd_take_casualty(int combat_mode, struct ulist *llp, int cas) /* Have to make a retreat check */ ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic; - if (roll(100) < ret_chance) { + if (pct_chance(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) @@ -214,12 +229,11 @@ lnd_take_casualty(int combat_mode, struct ulist *llp, int cas) 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->unit.land.lnd_x + diroff[n][0]; ret_y = llp->unit.land.lnd_y + diroff[n][1]; @@ -228,10 +242,9 @@ lnd_take_casualty(int combat_mode, struct ulist *llp, int cas) continue; if (sect.sct_type == SCT_MOUNT) continue; - mobcost = lnd_mobcost(&llp->unit.land, &rsect); + mobcost = lnd_mobcost(&llp->unit.land, §); if (mobcost < 0) continue; - ++nowned; civs = sect.sct_item[I_CIVIL]; if (civs > biggest) { biggest = civs; @@ -240,14 +253,13 @@ lnd_take_casualty(int combat_mode, struct ulist *llp, int cas) bmcost = mobcost; } } - if (!nowned) + if (biggest < 0) nowhere_to_go = 1; else { /* retreat to bx,by */ llp->unit.land.lnd_x = bx; llp->unit.land.lnd_y = by; /* FIXME landmines */ - getsect(bx, by, &rsect); mob = llp->unit.land.lnd_mobil - (int)bmcost; if (mob < -127) mob = -127; @@ -258,7 +270,8 @@ lnd_take_casualty(int combat_mode, struct ulist *llp, int cas) 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_put_one(llp); } } else { /* attacking from a sector */ sprintf(buf, "leaves the battlefield at %d%% efficiency", @@ -268,18 +281,21 @@ lnd_take_casualty(int combat_mode, struct ulist *llp, int cas) 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_put_one(llp); } } if (nowhere_to_go) { /* nowhere to go.. take more casualties */ 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, + 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!"); } @@ -297,13 +313,10 @@ lnd_takemob(struct emp_qelem *list, double loss) 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; @@ -322,16 +335,16 @@ 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); } 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]; if (destination == 0) @@ -340,18 +353,16 @@ intelligence_report(int destination, struct lndstr *lp, int spy, if (lp->lnd_own == 0) return; - lcp = &lchr[(int)lp->lnd_type]; - 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)); - 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), @@ -361,7 +372,7 @@ intelligence_report(int destination, struct lndstr *lp, int spy, roundintby(lp->lnd_effic, 5), roundintby(lp->lnd_item[I_MILIT], 10)); - 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); @@ -388,211 +399,226 @@ intelligence_report(int destination, struct lndstr *lp, int spy, } } -/* 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, &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, &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, &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) { - struct lndstr land; - struct lchrstr *lcp; + struct lndstr land, *ldr = NULL; struct ulist *llp; - int this_mot; - int mobtype = MOB_MOVE; /* indeterminate */ emp_initque(list); while (nxtitem(ni, &land)) { - if (!player->owner) - continue; - if (opt_MARKET) { - if (ontradingblock(EF_LAND, &land)) { - pr("unit #%d inelligible - it's for sale.\n", - land.lnd_uid); - continue; - } - } /* - * The marching code gets confused when trains and non-trains - * march together. Disallow for now. + * 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. */ - this_mot = lnd_mobtype(&land); - if (this_mot != mobtype) { - if (mobtype == MOB_MOVE) - mobtype = this_mot; - else if (mobtype == MOB_MARCH) { - pr("%s is a train and can't march with the leader.\n", - prland(&land)); - continue; - } else { - pr("%s can't rail-march with the leading train.\n", - prland(&land)); - continue; - } - } + if (!land.lnd_own || land.lnd_own != player->cnum) + continue; + if (!lnd_may_mar(&land, ldr, "")) + continue; - lcp = &lchr[(int)land.lnd_type]; 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 = malloc(sizeof(struct ulist)); - llp->chrp = (struct empobj_chr *)lcp; - llp->unit.land = land; - llp->mobil = 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 ulist *llp; - struct sctstr sect; - struct lndstr land; - coord allx; - coord ally; - int first = 1; - char mess[128]; - int rel; + 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 ulist *)qp; - getland(llp->unit.land.lnd_uid, &land); - if (land.lnd_own != actor) { + lp = &llp->unit.land; + getland(lp->lnd_uid, lp); + + if (lp->lnd_own != actor) { mpr(actor, "%s was disbanded at %s\n", - prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own)); - emp_remque((struct emp_qelem *)llp); + prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor)); + emp_remque(&llp->queue); free(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 */ - 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); - continue; - } - rel = getrel(getnatp(sect.sct_own), player->cnum); - if (sect.sct_own != land.lnd_own && rel != ALLIED && - !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) && - 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 = 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->unit.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_sweep(struct emp_qelem *land_list, int verbose, int takemob, +lnd_mar_put(struct emp_qelem *list, natid actor) +{ + 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_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; @@ -600,48 +626,57 @@ lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob, struct ulist *llp; struct sctstr sect; int mines, m, max, sshells, lshells; + 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 ulist *)qp; - if (!(((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)) { - if (verbose) - mpr(actor, "%s is not an engineer!\n", - prland(&llp->unit.land)); + 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->unit.land.lnd_x, llp->unit.land.lnd_y, §); - if (sect.sct_oldown == llp->unit.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->unit.land)); - continue; - } - if (sect.sct_type == SCT_BSPAN) { - if (verbose) - mpr(actor, "%s is on a bridge. No mines there!\n", - prland(&llp->unit.land)); - continue; - } if (takemob) { + 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->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 = ((struct lchrstr *)llp->chrp)->l_item[I_SHELL]; + 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 * ((struct lchrstr *)llp->chrp)->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) @@ -655,21 +690,31 @@ lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob, 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 ulist *llp; + struct sctstr sect; - for (qp = list->q_back; qp != list; qp = next) { - next = qp->q_back; - llp = (struct ulist *)qp; - if (((struct lchrstr *)llp->chrp)->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; } @@ -679,63 +724,25 @@ lnd_check_mines(struct emp_qelem *land_list) { struct emp_qelem *qp; struct emp_qelem *next; - struct ulist *llp; - struct sctstr sect; int stopping = 0; - int with_eng = 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 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) - continue; - if (!sect.sct_mines) - continue; - if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) { - lnd_hit_mine(&llp->unit.land, ((struct lchrstr *)llp->chrp)); - sect.sct_mines--; - putsect(§); - putland(llp->unit.land.lnd_uid, &llp->unit.land); - if (!llp->unit.land.lnd_own) { - stopping = 1; - emp_remque(qp); - free(qp); - } - } + stopping |= lnd_check_one_mines((struct ulist *)qp, with_eng); } return stopping; } -static void -lnd_mess(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)); - 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); -} - -static int -lnd_count(struct emp_qelem *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; - int count = 0; - - for (qp = list->q_back; qp != list; qp = next) { - next = qp->q_back; - ++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 @@ -747,13 +754,13 @@ lnd_damage(struct emp_qelem *list, int totdam) int dam; int count; - if (!totdam || !(count = lnd_count(list))) + if (!totdam || !(count = emp_quelen(list))) return 0; dam = ldround((double)totdam / count, 1); 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); @@ -790,27 +797,47 @@ static int 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 @@ -823,19 +850,15 @@ lnd_fort_interdiction(struct emp_qelem *list, struct nstr_sect ns; struct sctstr fsect; int trange, range; - double guneff; - int shell, gun; int dam; + int stopping = 0; int totdam = 0; - int i; snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range); while (nxtsct(&ns, &fsect)) { if (fsect.sct_own == 0) continue; - if (fsect.sct_own == victim) - continue; - if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL) + if (relations_with(fsect.sct_own, victim) >= NEUTRAL) continue; range = roundrange(fortrange(&fsect)); trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y); @@ -845,6 +868,7 @@ lnd_fort_interdiction(struct emp_qelem *list, putsect(&fsect); if (dam < 0) continue; + stopping = 1; totdam += dam; mpr(victim, "Incoming fire does %d damage!\n", dam); wu(0, fsect.sct_own, @@ -855,11 +879,25 @@ lnd_fort_interdiction(struct emp_qelem *list, 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) { @@ -871,14 +909,8 @@ 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; } @@ -890,22 +922,22 @@ lnd_hardtarget(struct lndstr *lp) 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); @@ -917,7 +949,7 @@ lnd_pathcost(struct lndstr *lp, double pathcost) { 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; @@ -943,91 +975,114 @@ lnd_mobcost(struct lndstr *lp, struct sctstr *sp) return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp))); } +/* + * 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; + + 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 ulist *llp; - struct emp_qelem cur, done; coord dx; coord dy; coord newx; coord newy; - int stopping = 0; - int visible; - int stop; - char dp[80]; + int move; int rel; int oldown; - if (dir <= DIR_STOP || dir >= DIR_VIEW) { - unit_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 ulist *)qp; - 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 = getrel(getnatp(sect.sct_own), player->cnum); - if ((sect.sct_own != actor && 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)); - return 1; - } else { - sprintf(dp, "can't go to %s", xyas(newx, newy, actor)); - lnd_mess(dp, llp); - continue; - } - } - if ((!intrchr[INT_RAIL].in_enable || sect.sct_rail == 0) - && lnd_mobtype(&llp->unit.land) == MOB_RAIL) { - 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; - } + 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; } - /* Note we check would_abandon first because we don't want - to always have to do these checks */ - if (would_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) { - stop = 0; - if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->unit.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 ulist *)qp2)->unit.land)) - return 1; - } - if (stop) { - lnd_mess("stops", llp); - continue; - } + } + if (!move) { + mpr(actor, "can't go to %s\n", xyas(newx, newy, actor)); + return 1; + } + + 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->unit.land.lnd_x = newx; @@ -1038,87 +1093,77 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor, 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->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_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; - /* interdict land units sector by sector */ - emp_initque(&cur); - emp_initque(&done); - while (!QEMPTY(list)) { - llp = (struct ulist *)list->q_back; - newx = llp->unit.land.lnd_x; - newy = llp->unit.land.lnd_y; - /* move units in NEWX,NEWY to cur */ - visible = 0; - for (qp = list->q_back; qp != list; qp = next) { - next = qp->q_back; - llp = (struct ulist *)qp; - if (llp->unit.land.lnd_x == newx && llp->unit.land.lnd_y == newy) { - emp_remque(qp); - emp_insque(qp, &cur); - if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY)) - visible = 1; - } - } - /* interdict them */ - if (visible) - stopping |= lnd_interdict(&cur, newx, newy, actor); - /* 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); - } + 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; } - /* assign surviving land units back to list */ - emp_insque(list, &done); - emp_remque(&done); + 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, int defending) { struct nstr_item ni; struct lndstr land; - int rel, rel2; int dam, dam2; int dist; int range; @@ -1128,10 +1173,7 @@ lnd_support(natid victim, natid attacker, coord x, coord y, int defending) while (nxtitem(&ni, &land)) { if ((land.lnd_x == x) && (land.lnd_y == y)) continue; - rel = getrel(getnatp(land.lnd_own), attacker); - rel2 = getrel(getnatp(land.lnd_own), victim); - if ((land.lnd_own != attacker) && - ((rel != ALLIED) || (rel2 != AT_WAR))) + if (!feels_like_helping(land.lnd_own, attacker, victim)) continue; /* are we in range? */ @@ -1150,7 +1192,7 @@ lnd_support(natid victim, natid attacker, coord x, coord y, int 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) + if (pct_chance(lnd_acc(&land) - 1)) dam2 /= 2; dam += dam2; if (land.lnd_own != attacker) @@ -1217,7 +1259,7 @@ has_helpful_engineer(coord x, coord y, natid cn) 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; @@ -1235,23 +1277,7 @@ lnd_set_tech(struct lndstr *lp, int tlev) 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; }