Make land units on reserve mission react within op-area
Before, they always reacted to their maximum range, and the op-area was unused. Change mission() to define the op-area for reserve missions as well. Remove the special-case for showing reserve missions from mission() and show_mission(). New lnd_reaction_range() factored out of att_reacting_units(). Use it in oprange() to cover reserve missions. Pass the mission as separate parameter to oprange() for now, because miss() doesn't set it in the object until later.
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40d8357746
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7 changed files with 40 additions and 52 deletions
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@ -179,6 +179,7 @@ extern double lnd_mobcost(struct lndstr *, struct sctstr *);
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extern double attack_val(int, struct lndstr *);
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extern double defense_val(struct lndstr *);
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extern int lnd_reaction_range(struct lndstr *);
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extern void lnd_print(struct ulist *, char *);
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extern void lnd_delete(struct ulist *, char *);
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extern int lnd_take_casualty(int, struct ulist *, int);
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@ -484,7 +484,7 @@ extern int ground_interdict(coord, coord, natid, char *);
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extern int unit_interdict(coord, coord, natid, char *, int, int);
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extern int off_support(coord, coord, natid, natid);
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extern int def_support(coord, coord, natid, natid);
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extern int oprange(struct empobj *);
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extern int oprange(struct empobj *, int);
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extern int in_oparea(struct empobj *, coord, coord);
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extern int cando(int, int);
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extern void show_mission(int, struct nstr_item *);
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@ -66,8 +66,9 @@ OPERATIONS SECTORS
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Some missions require the designation of an 'op sector', short for operations
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sector. This is the center of an area that the mission is focused on.
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The op sector may be any sector that is within the unit's range.
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(Firing range, for ships & land units, flying range for planes,
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changeable with range command).
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(Firing range for ships & land units on interdiction, reaction range
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for land units on reserve, changeable with lrange command, flying
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range for planes, changeable with range command).
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The unit will exert influence in a radius around the op sector.
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By default, the radius will be as large as possible, i.e. the biggest range
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so that the unit/ship/plane could legally act there.)
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@ -289,18 +290,14 @@ lost his planes.
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.s1
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RESERVE MISSIONS (land units only)
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.s1
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This mission has no effect at this time.
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A land unit on a reserve mission may react to enemy attacks within its
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op-area. See info \*QAttacking\*U for more on land unit reactions.
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.s1
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Note that units with a reserve mission retain this status even when they
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react to a threatened sector and return. This is an exception to the normal
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rules on losing your mission status. If, however, the land unit is forced to
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retreat from the combat (see land combat for details), it DOES lose its status.
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.s1
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When a unit with a reserve mission is listed, the op sector is the sector
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the unit is in, and the radius is the units maximum reaction radius, including
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the bonus for HQ (if applicable). Note that the unit's
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actual radius might be different if it was changed by lrange command.
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.s1
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Note: information gained from planes flying missions is automatically
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added to your bmap.
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.s1
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@ -148,7 +148,7 @@ mission(void)
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return RET_FAIL;
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}
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if (mission && ((mission != MI_RESERVE) && (mission != MI_ESCORT))) {
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if (mission && mission != MI_ESCORT) {
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if ((p = getstarg(player->argp[4], "operations point? ", buf)) == 0
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|| *p == 0)
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return RET_SYN;
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@ -205,10 +205,11 @@ mission(void)
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dist = mapdist(gp->x, gp->y, x, y);
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radius = 999;
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if ((mission == MI_INTERDICT || mission == MI_SUPPORT ||
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if (mission == MI_INTERDICT || mission == MI_SUPPORT ||
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mission == MI_OSUPPORT || mission == MI_DSUPPORT ||
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mission == MI_AIR_DEFENSE)) {
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radius = oprange(gp);
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mission == MI_RESERVE ||
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mission == MI_AIR_DEFENSE) {
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radius = oprange(gp, mission);
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if (radius < dist) {
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pr("%s: out of range! (range %d)\n",
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obj_nameof(gp), radius);
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@ -284,6 +285,7 @@ mission(void)
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if (mission == MI_INTERDICT || mission == MI_SUPPORT ||
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mission == MI_OSUPPORT || mission == MI_DSUPPORT ||
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mission == MI_RESERVE ||
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mission == MI_AIR_DEFENSE)
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gp->radius = radius;
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else
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@ -291,21 +293,11 @@ mission(void)
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if (mission == MI_SUPPORT || mission == MI_OSUPPORT ||
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mission == MI_DSUPPORT || mission == MI_INTERDICT ||
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mission == MI_RESERVE ||
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mission == MI_AIR_DEFENSE) {
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pr("%s on %s mission, centered on %s, radius %d\n",
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obj_nameof(gp), mission_name(mission),
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xyas(x, y, player->cnum), gp->radius);
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} else if (mission == MI_RESERVE) {
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radius = ((struct lndstr *)gp)->lnd_rad_max;
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if (radius) {
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getsect(gp->x, gp->y, &opsect);
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if ((opsect.sct_type == SCT_HEADQ)
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&& (opsect.sct_effic >= 60))
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radius++;
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}
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pr("%s on %s mission with maximum reaction radius %d\n",
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obj_nameof(gp), mission_name(mission), radius);
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} else if (mission) {
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pr("%s on %s mission\n", obj_nameof(gp),
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mission_name(mission));
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@ -1469,8 +1469,6 @@ att_reacting_units(struct combat *def, struct emp_qelem *list, int a_spy,
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double new_land = 0;
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double mobcost;
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double pathcost;
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int dist;
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int radius;
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int origx, origy;
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double eff = att_combat_eff(def);
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char buf[1024];
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@ -1502,18 +1500,16 @@ att_reacting_units(struct combat *def, struct emp_qelem *list, int a_spy,
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if (!has_supply(&land))
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continue;
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dist = mapdist(land.lnd_x, land.lnd_y, def->x, def->y);
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if (land.lnd_mission == MI_RESERVE) {
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if (!in_oparea((struct empobj *)&land, def->x, def->y))
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continue;
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} else {
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if (mapdist(land.lnd_x, land.lnd_y, def->x, def->y)
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> lnd_reaction_range(&land))
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continue;
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}
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getsect(land.lnd_x, land.lnd_y, §);
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/* Units on efficient headquarters can react 1 farther */
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if ((sect.sct_type == SCT_HEADQ) && (sect.sct_effic >= 60))
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radius = land.lnd_rad_max + 1;
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else
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radius = land.lnd_rad_max;
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if (dist > radius)
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continue;
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getsect(def->x, def->y, &dsect);
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if (!BestLandPath(buf, §, &dsect, &pathcost,
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lnd_mobtype(&land)))
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@ -124,6 +124,17 @@ defense_val(struct lndstr *lp)
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return value;
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}
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int
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lnd_reaction_range(struct lndstr *lp)
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{
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struct sctstr sect;
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getsect(lp->lnd_x, lp->lnd_y, §);
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if (sect.sct_type == SCT_HEADQ && sect.sct_effic >= 60)
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return lp->lnd_rad_max + 1;
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return lp->lnd_rad_max;
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}
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void
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lnd_print(struct ulist *llp, char *s)
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{
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@ -749,10 +749,9 @@ mission_name(short mission)
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void
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show_mission(int type, struct nstr_item *np)
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{
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int first = 1, radius;
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int first = 1;
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union empobj_storage item;
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struct empobj *gp;
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struct sctstr sect;
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while (nxtitem(np, &item)) {
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gp = (struct empobj *)&item;
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@ -768,23 +767,13 @@ show_mission(int type, struct nstr_item *np)
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switch (gp->mission) {
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case MI_INTERDICT:
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case MI_SUPPORT:
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case MI_RESERVE:
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case MI_AIR_DEFENSE:
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case MI_DSUPPORT:
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case MI_OSUPPORT:
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prxy(" %3d,%-3d", gp->opx, gp->opy, player->cnum);
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pr(" %4d", gp->radius);
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break;
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case MI_RESERVE:
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radius = item.land.lnd_rad_max;
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if (radius) {
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getsect(gp->x, gp->y, §);
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if ((sect.sct_type == SCT_HEADQ) && (sect.sct_effic >= 60))
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radius++;
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}
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prxy(" %3d,%-3d", gp->x, gp->y, player->cnum);
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pr(" %4d", radius);
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break;
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case MI_ESCORT:
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pr(" ");
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pr(" %4d", item.plane.pln_range / 2);
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}
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int
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oprange(struct empobj *gp)
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oprange(struct empobj *gp, int mission)
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{
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switch (gp->ef_type) {
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case EF_SHIP:
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return ldround(shp_fire_range((struct shpstr *)gp), 1);
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case EF_LAND:
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if (mission == MI_RESERVE)
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return lnd_reaction_range((struct lndstr *)gp);
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return ldround(lnd_fire_range((struct lndstr *)gp), 1);
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case EF_PLANE:
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/* missiles go one way, so we can use all the range */
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@ -827,7 +818,7 @@ int
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in_oparea(struct empobj *gp, coord x, coord y)
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{
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return mapdist(x, y, gp->opx, gp->opy) <= gp->radius
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&& mapdist(x, y, gp->x, gp->y) <= oprange(gp);
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&& mapdist(x, y, gp->x, gp->y) <= oprange(gp, gp->mission);
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}
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/*
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