Drop get_land() parameter victim_land

Use combat_mode instead.
This commit is contained in:
Markus Armbruster 2010-05-24 18:07:03 +02:00
parent 5920515cd7
commit 10d316660e

View file

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