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.
This commit is contained in:
Markus Armbruster 2008-11-22 14:40:37 -05:00
parent 40d8357746
commit 8e527b6cff
7 changed files with 40 additions and 52 deletions

View file

@ -179,6 +179,7 @@ extern double lnd_mobcost(struct lndstr *, struct sctstr *);
extern double attack_val(int, struct lndstr *);
extern double defense_val(struct lndstr *);
extern int lnd_reaction_range(struct lndstr *);
extern void lnd_print(struct ulist *, char *);
extern void lnd_delete(struct ulist *, char *);
extern int lnd_take_casualty(int, struct ulist *, int);

View file

@ -484,7 +484,7 @@ extern int ground_interdict(coord, coord, natid, char *);
extern int unit_interdict(coord, coord, natid, char *, int, int);
extern int off_support(coord, coord, natid, natid);
extern int def_support(coord, coord, natid, natid);
extern int oprange(struct empobj *);
extern int oprange(struct empobj *, int);
extern int in_oparea(struct empobj *, coord, coord);
extern int cando(int, int);
extern void show_mission(int, struct nstr_item *);

View file

@ -66,8 +66,9 @@ OPERATIONS SECTORS
Some missions require the designation of an 'op sector', short for operations
sector. This is the center of an area that the mission is focused on.
The op sector may be any sector that is within the unit's range.
(Firing range, for ships & land units, flying range for planes,
changeable with range command).
(Firing range for ships & land units on interdiction, reaction range
for land units on reserve, changeable with lrange command, flying
range for planes, changeable with range command).
The unit will exert influence in a radius around the op sector.
By default, the radius will be as large as possible, i.e. the biggest range
so that the unit/ship/plane could legally act there.)
@ -289,18 +290,14 @@ lost his planes.
.s1
RESERVE MISSIONS (land units only)
.s1
This mission has no effect at this time.
A land unit on a reserve mission may react to enemy attacks within its
op-area. See info \*QAttacking\*U for more on land unit reactions.
.s1
Note that units with a reserve mission retain this status even when they
react to a threatened sector and return. This is an exception to the normal
rules on losing your mission status. If, however, the land unit is forced to
retreat from the combat (see land combat for details), it DOES lose its status.
.s1
When a unit with a reserve mission is listed, the op sector is the sector
the unit is in, and the radius is the units maximum reaction radius, including
the bonus for HQ (if applicable). Note that the unit's
actual radius might be different if it was changed by lrange command.
.s1
Note: information gained from planes flying missions is automatically
added to your bmap.
.s1

View file

@ -148,7 +148,7 @@ mission(void)
return RET_FAIL;
}
if (mission && ((mission != MI_RESERVE) && (mission != MI_ESCORT))) {
if (mission && mission != MI_ESCORT) {
if ((p = getstarg(player->argp[4], "operations point? ", buf)) == 0
|| *p == 0)
return RET_SYN;
@ -205,10 +205,11 @@ mission(void)
dist = mapdist(gp->x, gp->y, x, y);
radius = 999;
if ((mission == MI_INTERDICT || mission == MI_SUPPORT ||
mission == MI_OSUPPORT || mission == MI_DSUPPORT ||
mission == MI_AIR_DEFENSE)) {
radius = oprange(gp);
if (mission == MI_INTERDICT || mission == MI_SUPPORT ||
mission == MI_OSUPPORT || mission == MI_DSUPPORT ||
mission == MI_RESERVE ||
mission == MI_AIR_DEFENSE) {
radius = oprange(gp, mission);
if (radius < dist) {
pr("%s: out of range! (range %d)\n",
obj_nameof(gp), radius);
@ -284,6 +285,7 @@ mission(void)
if (mission == MI_INTERDICT || mission == MI_SUPPORT ||
mission == MI_OSUPPORT || mission == MI_DSUPPORT ||
mission == MI_RESERVE ||
mission == MI_AIR_DEFENSE)
gp->radius = radius;
else
@ -291,21 +293,11 @@ mission(void)
if (mission == MI_SUPPORT || mission == MI_OSUPPORT ||
mission == MI_DSUPPORT || mission == MI_INTERDICT ||
mission == MI_RESERVE ||
mission == MI_AIR_DEFENSE) {
pr("%s on %s mission, centered on %s, radius %d\n",
obj_nameof(gp), mission_name(mission),
xyas(x, y, player->cnum), gp->radius);
} else if (mission == MI_RESERVE) {
radius = ((struct lndstr *)gp)->lnd_rad_max;
if (radius) {
getsect(gp->x, gp->y, &opsect);
if ((opsect.sct_type == SCT_HEADQ)
&& (opsect.sct_effic >= 60))
radius++;
}
pr("%s on %s mission with maximum reaction radius %d\n",
obj_nameof(gp), mission_name(mission), radius);
} else if (mission) {
pr("%s on %s mission\n", obj_nameof(gp),
mission_name(mission));

View file

@ -1469,8 +1469,6 @@ att_reacting_units(struct combat *def, struct emp_qelem *list, int a_spy,
double new_land = 0;
double mobcost;
double pathcost;
int dist;
int radius;
int origx, origy;
double eff = att_combat_eff(def);
char buf[1024];
@ -1502,18 +1500,16 @@ att_reacting_units(struct combat *def, struct emp_qelem *list, int a_spy,
if (!has_supply(&land))
continue;
dist = mapdist(land.lnd_x, land.lnd_y, def->x, def->y);
if (land.lnd_mission == MI_RESERVE) {
if (!in_oparea((struct empobj *)&land, def->x, def->y))
continue;
} else {
if (mapdist(land.lnd_x, land.lnd_y, def->x, def->y)
> lnd_reaction_range(&land))
continue;
}
getsect(land.lnd_x, land.lnd_y, &sect);
/* Units on efficient headquarters can react 1 farther */
if ((sect.sct_type == SCT_HEADQ) && (sect.sct_effic >= 60))
radius = land.lnd_rad_max + 1;
else
radius = land.lnd_rad_max;
if (dist > radius)
continue;
getsect(def->x, def->y, &dsect);
if (!BestLandPath(buf, &sect, &dsect, &pathcost,
lnd_mobtype(&land)))

View file

@ -124,6 +124,17 @@ defense_val(struct lndstr *lp)
return value;
}
int
lnd_reaction_range(struct lndstr *lp)
{
struct sctstr sect;
getsect(lp->lnd_x, lp->lnd_y, &sect);
if (sect.sct_type == SCT_HEADQ && sect.sct_effic >= 60)
return lp->lnd_rad_max + 1;
return lp->lnd_rad_max;
}
void
lnd_print(struct ulist *llp, char *s)
{

View file

@ -749,10 +749,9 @@ mission_name(short mission)
void
show_mission(int type, struct nstr_item *np)
{
int first = 1, radius;
int first = 1;
union empobj_storage item;
struct empobj *gp;
struct sctstr sect;
while (nxtitem(np, &item)) {
gp = (struct empobj *)&item;
@ -768,23 +767,13 @@ show_mission(int type, struct nstr_item *np)
switch (gp->mission) {
case MI_INTERDICT:
case MI_SUPPORT:
case MI_RESERVE:
case MI_AIR_DEFENSE:
case MI_DSUPPORT:
case MI_OSUPPORT:
prxy(" %3d,%-3d", gp->opx, gp->opy, player->cnum);
pr(" %4d", gp->radius);
break;
case MI_RESERVE:
radius = item.land.lnd_rad_max;
if (radius) {
getsect(gp->x, gp->y, &sect);
if ((sect.sct_type == SCT_HEADQ) && (sect.sct_effic >= 60))
radius++;
}
prxy(" %3d,%-3d", gp->x, gp->y, player->cnum);
pr(" %4d", radius);
break;
case MI_ESCORT:
pr(" ");
pr(" %4d", item.plane.pln_range / 2);
@ -803,12 +792,14 @@ show_mission(int type, struct nstr_item *np)
}
int
oprange(struct empobj *gp)
oprange(struct empobj *gp, int mission)
{
switch (gp->ef_type) {
case EF_SHIP:
return ldround(shp_fire_range((struct shpstr *)gp), 1);
case EF_LAND:
if (mission == MI_RESERVE)
return lnd_reaction_range((struct lndstr *)gp);
return ldround(lnd_fire_range((struct lndstr *)gp), 1);
case EF_PLANE:
/* missiles go one way, so we can use all the range */
@ -827,7 +818,7 @@ int
in_oparea(struct empobj *gp, coord x, coord y)
{
return mapdist(x, y, gp->opx, gp->opy) <= gp->radius
&& mapdist(x, y, gp->x, gp->y) <= oprange(gp);
&& mapdist(x, y, gp->x, gp->y) <= oprange(gp, gp->mission);
}
/*