Use feels_like_helping() in dosupport(), lnd_support()

feels_like_helping() case cn == foe is missing in the code it
replaces.  No difference in behavior, because:

* cn == foe && cn == friend can't happen.  Because you can't get into
  ground combat against yourself (assault, attack and paradrop don't
  let you), friend != foe for support.

* cn == foe && cn != friend behaves the same: no support.
  feels_like_helping() returns 0 because of the explicit case.  The
  replaced code doesn't support because cn can't be at war with
  itself.
This commit is contained in:
Markus Armbruster 2011-01-31 20:53:44 +01:00
parent c095ad285b
commit 89bc9c4d5b
2 changed files with 10 additions and 11 deletions

View file

@ -1068,16 +1068,15 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
}
/*
* 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;
@ -1087,10 +1086,7 @@ 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? */