Drop get_land() parameter victim_land
Use combat_mode instead.
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parent
5920515cd7
commit
10d316660e
1 changed files with 11 additions and 14 deletions
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@ -83,8 +83,7 @@ static void send_reacting_units_home(struct emp_qelem *list);
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static int take_def(int combat_mode, struct emp_qelem *list,
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struct combat *off, struct combat *def);
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static int get_land(int combat_mode, struct combat *def,
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struct ulist *llp, int victim_land);
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static int get_land(int, struct combat *, struct ulist *);
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char *att_mode[] = {
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/* must match combat types in combat.h */
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@ -1279,7 +1278,7 @@ get_ototal(int combat_mode, struct combat *off, struct emp_qelem *olist,
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next = qp->q_forw;
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llp = (struct ulist *)qp;
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if (check &&
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!get_land(combat_mode, NULL, llp, 0))
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!get_land(combat_mode, NULL, llp))
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continue;
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if (combat_mode == A_ATTACK) {
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w = -1;
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@ -1328,7 +1327,7 @@ get_dtotal(struct combat *def, struct emp_qelem *list, double dsupport,
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for (qp = list->q_forw; qp != list; qp = next) {
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next = qp->q_forw;
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llp = (struct ulist *)qp;
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if (check && !get_land(A_DEFEND, def, llp, 1))
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if (check && !get_land(A_DEFEND, def, llp))
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continue;
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d_unit = defense_val(&llp->unit.land);
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if (!llp->supplied)
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@ -1342,13 +1341,11 @@ get_dtotal(struct combat *def, struct emp_qelem *list, double dsupport,
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}
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/*
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* This is the land unit integrity check. Note that we don't print
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* warnings about victim land units because the attacker may not have seen them
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* This is the land unit integrity check.
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*/
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static int
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get_land(int combat_mode, struct combat *def, struct ulist *llp,
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int victim_land)
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get_land(int combat_mode, struct combat *def, struct ulist *llp)
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{
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struct lndstr *lp = &llp->unit.land;
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char buf[512];
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@ -1361,7 +1358,7 @@ get_land(int combat_mode, struct combat *def, struct ulist *llp,
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lnd_delete(llp, buf);
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return 0;
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}
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if (victim_land) {
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if (combat_mode == A_DEFEND) {
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if (lp->lnd_x != def->x || lp->lnd_y != def->y) {
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lnd_delete(llp,
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"left to go fight another battle and is no longer a part of the defense");
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@ -1450,7 +1447,7 @@ put_land(struct emp_qelem *list)
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emp_remque((struct emp_qelem *)llp);
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free(llp);
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} else
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get_land(A_ATTACK, NULL, llp, 0);
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get_land(A_ATTACK, NULL, llp);
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}
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}
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@ -2292,7 +2289,7 @@ ask_move_in(struct combat *off, struct emp_qelem *olist,
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*answerp = 'N';
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if (*answerp == 'Y')
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continue;
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if (!get_land(A_ATTACK, def, llp, 0))
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if (!get_land(A_ATTACK, def, llp))
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continue;
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if (*answerp != 'N') {
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sprintf(prompt, "Move in with %s (%c %d%%) [ynYNq?] ",
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@ -2302,7 +2299,7 @@ ask_move_in(struct combat *off, struct emp_qelem *olist,
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*answerp = att_prompt(prompt, llp->unit.land.lnd_army);
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if (player->aborted || att_get_combat(def, 0) < 0)
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*answerp = 'N';
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if (!get_land(A_ATTACK, def, llp, 0))
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if (!get_land(A_ATTACK, def, llp))
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continue;
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}
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if (*answerp == 'y' || *answerp == 'Y')
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@ -2318,7 +2315,7 @@ ask_move_in(struct combat *off, struct emp_qelem *olist,
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for (qp = olist->q_forw; qp != olist; qp = next) {
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next = qp->q_forw;
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llp = (struct ulist *)qp;
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if (!get_land(A_ATTACK, def, llp, 0))
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if (!get_land(A_ATTACK, def, llp))
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continue;
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sprintf(buf, "stays in %s",
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xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
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@ -2347,7 +2344,7 @@ move_in_land(int combat_mode, struct combat *off, struct emp_qelem *olist,
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for (qp = olist->q_forw; qp != olist; qp = next) {
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next = qp->q_forw;
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llp = (struct ulist *)qp;
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if (!get_land(combat_mode, def, llp, 0))
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if (!get_land(combat_mode, def, llp))
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continue;
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take_move_in_mob(combat_mode, llp, off, def);
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llp->unit.land.lnd_x = def->x;
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