march: Check for sector abandonment before anyone marches

Unlike the move command, march checks sector abandonment before every
step.

If the player declines, the last land unit stays put and is removed
from the march.

Except when sectors or land units change while we're waiting for the
player's reply.  Then the last unit is not removed from the march.
This can scatter land units.  Screwed up when checking for abandoning
the sector was added in 4.2.2.

Change march to work like move, and to avoid scattering land units: if
the player declines to abandon the sector, the command simply fails.

Put the check into new lnd_abandon_askyn().

Extend would_abandon() and want_to_abandon() from a single land unit
to many.  Rename the latter to abandon_askyn() for consistency.

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This commit is contained in:
Markus Armbruster 2014-12-28 21:55:44 +01:00
parent 3b9f2a149b
commit 7c1b1661f5
11 changed files with 71 additions and 47 deletions

View file

@ -949,13 +949,40 @@ 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, &sect);
if (!abandon_askyn(&sect, I_CIVIL, 0, llp))
return 0;
if (!check_sect_ok(&sect))
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)
{
struct sctstr sect, osect;
struct emp_qelem *qp;
struct emp_qelem *qp2;
struct emp_qelem *next;
struct ulist *llp;
struct emp_qelem cur, done;
@ -967,7 +994,6 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
enum lnd_stuck stuck;
int stopping = 0;
int visible;
int stop;
char dp[80];
int rel;
int oldown;
@ -1033,27 +1059,6 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
}
}
}
/* 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(&sect))
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_stays(actor, "stops", llp);
continue;
}
}
if (llp->mobil <= 0.0) {
lnd_stays(actor, "is out of mobility", llp);
continue;