#include "empobj.h"
#include "unit.h"
-static void lnd_mess(char *, struct ulist *);
+static void lnd_stays(natid, char *, struct ulist *);
static int lnd_hit_mine(struct lndstr *);
static int has_helpful_engineer(coord, coord, natid);
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);
!(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, §);
}
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;
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 (!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;
getsect(osect.sct_x, osect.sct_y, &osect);
if (osect.sct_own != oldown && oldown == player->cnum) {
/* 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 */
/* Always a 10% chance of getting caught. */
wu(0, sect.sct_own,
"%s spy shot in %s\n", cname(player->cnum),
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);