retreat: Rewrite automatic retreat code to fix its many bugs

Much of the retreat code duplicates navigate and march code.  Worse,
retreat's version is full of bugs:

* Land units can sometimes retreat when they couldn't march: while on
  the trading block (forbidden with march since 4.0.9), crewless
  (likewise since 4.0.0), kidnapped in a foreign sector (inconsistent
  since land units were added in Chainsaw 3), loaded on a ship
  (likewise) or a land unit (inconsistent since trains were added in
  4.0.0).

* Ships can retreat while on the trading block (forbidden with
  navigate since 4.0.9)

* Land units can't retreat into foreign sectors even though they could
  march there, namely when sector is allied or the land unit is a spy.
  They can march there since 4.0.0.

* Land units keep their fortification on retreat.  Has been that way
  since retreat was added in Chainsaw.

Then there's group retreat.  It's basically crazy:

* It triggers retreat for everyone in the same fleet or army, one
  after the other, regardless of retreat path, conditions (including
  group retreat), or even location.  The latter is quite abusable
  since retreats aren't interdicted.  Has been that way since retreat
  was added in Chainsaw.

* Group retreat fails to trigger when the originally retreating ship
  or land unit has no retreat path left when it's done.  Broken in
  commit b860123.

Finally, the reporting to the owner is sub-par:

* When a retreat is cut short by insufficient mobility or
  obstructions, its end sector isn't reported, leaving the player
  guessing.

* Non-retreats can be confusingly reported as retreat to the same
  sector.  Can happen when the retreat path starts with 'h' (obscure
  feature to suppress a single retreat), or when a group retreat
  includes a ship or land unit without retreat orders.

* Interaction with mines during retreat is reported before the retreat
  itself, which can be quite confusing.

* Sweeping landmines isn't reported at all.

* Much code and much bulletin text is dedicated to reporting what
  caused the retreat, even though it should be perfectly obvious.

Rewrite this on top of common navigate and march code.  Reuse of
common code fixes the "can retreat when it couldn't navigate/march"
and the "can't retreat into sectors it could navigate or march into"
bugs, and improves the reporting.

One special case isn't a bug fix but a rule change: mountains.  The
old code forbids that explicitly, and it's clearly intentional, if
undocumented.  The new code allows it by not doing anything special.

Turn group retreat into an actual group retreat: everyone in the same
fleet and sector with the the same retreat path and group retreat
condition joins the group.  The group retreats together, just like in
navigate and march.

Take care to always report the end sector.  When retreat is
impossible, report "can't retreat".  When retreat is partial, report
"and stays in X,Y".  When it's complete, report "stopped at X,Y".

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This commit is contained in:
Markus Armbruster 2015-01-07 19:38:53 +01:00
parent 5bc934fe25
commit beedf8dced
9 changed files with 489 additions and 571 deletions

View file

@ -573,7 +573,7 @@ lnd_mar_put_one(struct ulist *llp)
lnd_put_one(llp);
}
static void
void
lnd_mar_put(struct emp_qelem *list, natid actor)
{
struct emp_qelem *qp, *next;
@ -1004,7 +1004,7 @@ int lnd_abandon_askyn(struct emp_qelem *list)
}
int
lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor)
lnd_mar_dir(struct emp_qelem *list, int dir, natid actor)
{
struct sctstr sect, osect;
struct emp_qelem *qp;
@ -1015,8 +1015,6 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor)
coord newx;
coord newy;
int move;
int stopping = 0;
int visible;
int rel;
int oldown;
@ -1122,9 +1120,21 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor)
}
}
}
if (QEMPTY(list))
return stopping;
stopping |= lnd_sweep(list, 0, 1, actor);
return 0;
}
int
lnd_mar_gauntlet(struct emp_qelem *list, int interdict, natid actor)
{
struct ulist *mlp = (struct ulist *)list->q_back;
coord newx = mlp->unit.land.lnd_x;
coord newy = mlp->unit.land.lnd_y;
int stopping, visible;
struct emp_qelem *qp, *next;
struct ulist *llp;
stopping = lnd_sweep(list, 0, 1, actor);
if (QEMPTY(list))
return stopping;
stopping |= lnd_check_mines(list);
@ -1138,7 +1148,7 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor)
if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
visible = 1;
}
if (visible)
if (visible && interdict)
stopping |= lnd_interdict(list, newx, newy, actor);
return stopping;

View file

@ -29,397 +29,252 @@
* Known contributors to this file:
* Steve McClure, 2000
* Ron Koenderink, 2005-2006
* Markus Armbruster, 2006-2014
* Markus Armbruster, 2006-2015
*/
#include <config.h>
#include "chance.h"
#include "damage.h"
#include "file.h"
#include "land.h"
#include "map.h"
#include "misc.h"
#include "nat.h"
#include "news.h"
#include "nsc.h"
#include "optlist.h"
#include "path.h"
#include "player.h"
#include "prototypes.h"
#include "retreat.h"
#include "sect.h"
#include "ship.h"
#include "xy.h"
#include "unit.h"
static int findcondition(char);
static int retreat_land1(struct lndstr *, char, int);
static int retreat_ship1(struct shpstr *, char, int);
static void retreat_ship_sel(struct shpstr *, struct emp_qelem *, int);
static int retreat_ships_step(struct emp_qelem *, char, natid);
static void retreat_land_sel(struct lndstr *, struct emp_qelem *, int);
static int retreat_lands_step(struct emp_qelem *, char, natid);
struct ccode {
char code;
char *desc[2];
};
static int
retreat_steps(char *rpath)
{
int i;
static struct ccode conditions[] = {
{ 'i', { "retreated with a damaged friend",
"was damaged" } },
{ 't', { "retreated with a torpedoed ship",
"was hit by a torpedo" } },
{ 's', { "retreated with a ship scared by sonar",
"detected a sonar ping" } },
{ 'h', { "retreated with a helpless ship",
"was fired upon with no one able to defend it" } },
{ 'b', { "retreated with a bombed friend",
"was bombed" } },
{ 'd', { "retreated with a depth-charged ship",
"was depth-charged" } },
{ 'u', { "retreated with a boarded ship", "was boarded" } },
{ 0, { "panicked", "panicked"} }
};
for (i = 0; i < MAX_RETREAT && rpath[i]; i++) {
if (rpath[i] == 'h')
return i + 1;
}
return i;
}
static void
consume_step(char *rpath, int *rflags)
{
memmove(rpath, rpath + 1, RET_LEN - 1);
if (!rpath[0])
*rflags = 0;
}
void
retreat_ship(struct shpstr *sp, char code)
{
int n, i;
natid own;
struct emp_qelem list;
struct nstr_item ni;
struct shpstr ship;
if (CANT_HAPPEN(!sp->shp_own))
return;
if (sp->shp_own == player->cnum)
if (sp->shp_own == player->cnum || !sp->shp_rpath[0])
return;
retreat_ship1(sp, code, 1);
n = retreat_steps(sp->shp_rpath);
if (!n)
return;
/*
* We're going to put a copy of *sp into list. The movement loop
* will use that copy, which may render *sp stale. To avoid
* leaving the caller with a stale *sp, we'll re-get it at the
* end. To make that work, we need to put it now. However, that
* resets sp->shp_own when the ship sinks, so save it first.
*/
own = sp->shp_own;
putship(sp->shp_uid, sp);
emp_initque(&list);
if (sp->shp_own)
retreat_ship_sel(sp, &list, n);
if (sp->shp_rflags & RET_GROUP) {
snxtitem_group(&ni, EF_SHIP, sp->shp_fleet);
snxtitem_xy(&ni, EF_SHIP, sp->shp_x, sp->shp_y);
while (nxtitem(&ni, &ship)) {
if (ship.shp_own != sp->shp_own || ship.shp_uid == sp->shp_uid)
if (ship.shp_own != own
|| !(ship.shp_rflags & RET_GROUP)
|| ship.shp_fleet != sp->shp_fleet
|| ship.shp_uid == sp->shp_uid)
continue;
if (retreat_ship1(&ship, code, 0))
putship(ship.shp_uid, &ship);
if (strncmp(ship.shp_rpath, sp->shp_rpath, MAX_RETREAT + 1))
continue;
retreat_ship_sel(&ship, &list, n);
}
}
/* Loop similar to the one in unit_move(). Keep it that way! */
for (i = 0; i < n && !QEMPTY(&list); i++) {
/*
* Invariant: shp_may_nav() true for all ships
* Implies all are in the same sector
*/
if (!retreat_ships_step(&list, sp->shp_rpath[i], own))
n = i;
shp_nav_stay_behind(&list, own);
unit_rad_map_set(&list);
}
if (!QEMPTY(&list))
shp_nav_put(&list, own);
getship(sp->shp_uid, sp);
}
static void
retreat_ship_sel(struct shpstr *sp, struct emp_qelem *list, int n)
{
struct shpstr *flg = QEMPTY(list) ? NULL
: &((struct ulist *)(list->q_back))->unit.ship;
if (!shp_may_nav(sp, flg, ", and can't retreat!"))
return;
if (sp->shp_mobil <= 0) {
mpr(sp->shp_own, "%s has no mobility, and can't retreat!\n",
prship(sp));
return;
}
if (flg)
mpr(sp->shp_own, "%s retreats with her\n", prship(sp));
else
mpr(sp->shp_own, "%s retreats along path %.*s\n",
prship(sp), n, sp->shp_rpath);
shp_insque(sp, list);
}
static int
retreat_ship1(struct shpstr *sp, char code, int orig)
/* Is this the originally scared ship, or a follower */
retreat_ships_step(struct emp_qelem *list, char step, natid actor)
{
struct sctstr sect;
int i;
int m;
int max;
int dir;
coord newx;
coord newy;
coord dx;
coord dy;
int mines;
int shells;
double mobcost;
struct mchrstr *mcp;
int changed;
int dir = chkdir(step, DIR_STOP, DIR_LAST);
struct emp_qelem *qp;
struct ulist *mlp;
struct shpstr *sp;
if (sp->shp_effic < SHIP_MINEFF) {
if (!orig)
putship(sp->shp_uid, sp);
return 0;
if (dir != DIR_STOP && shp_nav_dir(list, dir, actor))
return 0; /* can't go there */
for (qp = list->q_back; qp != list; qp = qp->q_back) {
mlp = (struct ulist *)qp;
sp = &mlp->unit.ship;
consume_step(sp->shp_rpath, &sp->shp_rflags);
if (dir != DIR_STOP)
sp->shp_mission = 0;
putship(sp->shp_uid, sp);
}
/* check crew - uws don't count */
if (sp->shp_item[I_MILIT] == 0 && sp->shp_item[I_CIVIL] == 0) {
wu(0, sp->shp_own,
"%s %s,\nbut had no crew, and couldn't retreat!\n", prship(sp),
conditions[findcondition(code)].desc[orig]);
return 0;
}
getsect(sp->shp_x, sp->shp_y, &sect);
switch (shp_check_nav(sp, &sect)) {
case SHP_STUCK_NOT:
break;
case SHP_STUCK_CONSTRUCTION:
wu(0, sp->shp_own,
"%s %s,\nbut was caught in a construction zone, and couldn't retreat!\n",
prship(sp), conditions[findcondition(code)].desc[orig]);
return 0;
default:
CANT_REACH();
/* fall through */
case SHP_STUCK_CANAL:
case SHP_STUCK_IMPASSABLE:
wu(0, sp->shp_own,
"%s %s,\nbut was landlocked, and couldn't retreat!\n",
prship(sp), conditions[findcondition(code)].desc[orig]);
return 0;
}
if (sp->shp_mobil <= 0.0) {
wu(0, sp->shp_own,
"%s %s,\nbut had no mobility, and couldn't retreat!\n",
prship(sp), conditions[findcondition(code)].desc[orig]);
return 0;
}
for (i = 0; i < MAX_RETREAT && sp->shp_rpath[0]; i++) {
if (sp->shp_mobil <= 0.0) {
wu(0, sp->shp_own,
"%s %s,\nbut ran out of mobility, and couldn't retreat fully!\n",
prship(sp), conditions[findcondition(code)].desc[orig]);
return 1;
}
dir = chkdir(sp->shp_rpath[0], DIR_STOP, DIR_LAST);
if (dir == DIR_STOP || CANT_HAPPEN(dir < 0)) {
memmove(sp->shp_rpath, sp->shp_rpath + 1,
sizeof(sp->shp_rpath) - 1);
if (sp->shp_rpath[0] == 0)
sp->shp_rflags = 0;
break;
}
dx = diroff[dir][0];
dy = diroff[dir][1];
mcp = &mchr[(int)sp->shp_type];
newx = xnorm(sp->shp_x + dx);
newy = ynorm(sp->shp_y + dy);
mobcost = shp_mobcost(sp);
getsect(newx, newy, &sect);
if (shp_check_nav(sp, &sect) != SHP_STUCK_NOT ||
(sect.sct_own
&& relations_with(sect.sct_own, sp->shp_own) < FRIENDLY)) {
wu(0, sp->shp_own, "%s %s,\nbut could not retreat to %s!\n",
prship(sp), conditions[findcondition(code)].desc[orig],
xyas(newx, newy, sp->shp_own));
return 1;
}
sp->shp_x = newx;
sp->shp_y = newy;
sp->shp_mobil -= mobcost;
sp->shp_mission = 0;
memmove(sp->shp_rpath, sp->shp_rpath + 1,
sizeof(sp->shp_rpath) - 1);
if (sp->shp_rpath[0] == 0)
sp->shp_rflags = 0;
mines = sect.sct_mines;
changed = 0;
if (sect.sct_type != SCT_WATER || mines <= 0)
continue;
if (mcp->m_flags & M_SWEEP) {
max = mcp->m_item[I_SHELL];
shells = sp->shp_item[I_SHELL];
for (m = 0; mines > 0 && m < 5; m++) {
if (chance(0.66)) {
mines--;
shells = MIN(max, shells + 1);
changed |= map_set(sp->shp_own, sp->shp_x, sp->shp_y,
'X', 0);
}
}
if (sect.sct_mines != mines) {
wu(0, sp->shp_own,
"%s cleared %d mine%s in %s while retreating\n",
prship(sp), sect.sct_mines - mines,
splur(sect.sct_mines - mines),
xyas(newx, newy, sp->shp_own));
sect.sct_mines = mines;
sp->shp_item[I_SHELL] = shells;
putsect(&sect);
}
if (changed)
writemap(sp->shp_own);
}
if (chance(DMINE_HITCHANCE(mines))) {
wu(0, sp->shp_own,
"%s %s,\nand hit a mine in %s while retreating!\n",
prship(sp), conditions[findcondition(code)].desc[orig],
xyas(newx, newy, sp->shp_own));
nreport(sp->shp_own, N_HIT_MINE, 0, 1);
m = MINE_DAMAGE();
shipdamage(sp, m);
mines--;
if (map_set(sp->shp_own, sp->shp_x, sp->shp_y, 'X', 0))
writemap(sp->shp_own);
sect.sct_mines = mines;
putsect(&sect);
return 1;
}
}
if (orig) {
wu(0, sp->shp_own, "%s %s, and retreated to %s\n",
prship(sp), conditions[findcondition(code)].desc[orig],
xyas(sp->shp_x, sp->shp_y, sp->shp_own));
} else {
wu(0, sp->shp_own, "%s %s, and ended up at %s\n",
prship(sp),
conditions[findcondition(code)].desc[orig],
xyas(sp->shp_x, sp->shp_y, sp->shp_own));
}
return 1;
}
static int
findcondition(char code)
{
int i;
for (i = 0; conditions[i].code && conditions[i].code != code; i++) ;
CANT_HAPPEN(!conditions[i].code);
return i;
return dir != DIR_STOP && !shp_nav_gauntlet(list, 0, actor);
}
void
retreat_land(struct lndstr *lp, char code)
{
int n, i;
natid own;
struct emp_qelem list;
struct nstr_item ni;
struct lndstr land;
if (CANT_HAPPEN(!lp->lnd_own))
return;
if (lp->lnd_own == player->cnum)
if (lp->lnd_own == player->cnum || !lp->lnd_rpath[0])
return;
retreat_land1(lp, code, 1);
n = retreat_steps(lp->lnd_rpath);
if (!n)
return;
/* See explanation in retreat_ship() */
own = lp->lnd_own;
putland(lp->lnd_uid, lp);
emp_initque(&list);
if (lp->lnd_own)
retreat_land_sel(lp, &list, n);
if (lp->lnd_rflags & RET_GROUP) {
snxtitem_group(&ni, EF_LAND, lp->lnd_army);
snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
while (nxtitem(&ni, &land)) {
if (land.lnd_own != lp->lnd_own || land.lnd_uid == lp->lnd_uid)
if (land.lnd_own != own
|| !(land.lnd_rflags & RET_GROUP)
|| land.lnd_army != lp->lnd_army
|| land.lnd_uid == lp->lnd_uid)
continue;
if (retreat_land1(&land, code, 0))
putland(land.lnd_uid, &land);
if (strncmp(land.lnd_rpath, lp->lnd_rpath, MAX_RETREAT + 1))
continue;
retreat_land_sel(&land, &list, n);
}
}
/* Loop similar to the one in unit_move(). Keep it that way! */
for (i = 0; i < n && !QEMPTY(&list); i++) {
/*
* Invariant: lnd_may_nav() true for all land units
* Implies all are in the same sector
*/
if (!retreat_lands_step(&list, lp->lnd_rpath[i], own))
n = i;
lnd_mar_stay_behind(&list, own);
unit_rad_map_set(&list);
}
if (!QEMPTY(&list))
lnd_mar_put(&list, own);
getland(lp->lnd_uid, lp);
}
static void
retreat_land_sel(struct lndstr *lp, struct emp_qelem *list, int n)
{
struct lndstr *ldr = QEMPTY(list)
? NULL : &((struct ulist *)(list->q_back))->unit.land;
if (!lnd_may_mar(lp, ldr, ", and can't retreat!"))
return;
if (lp->lnd_mobil <= 0) {
mpr(lp->lnd_own, "%s has no mobility, and can't retreat!\n",
prland(lp));
return;
}
if (ldr)
mpr(lp->lnd_own, "%s retreats with them\n", prland(lp));
else
mpr(lp->lnd_own, "%s retreats along path %.*s\n",
prland(lp), n, lp->lnd_rpath);
lnd_insque(lp, list);
}
static int
retreat_land1(struct lndstr *lp, char code, int orig)
/* Is this the originally scared unit, or a follower */
retreat_lands_step(struct emp_qelem *list, char step, natid actor)
{
struct sctstr sect;
int i;
int m;
int max;
int dir;
coord newx;
coord newy;
coord dx;
coord dy;
int mines;
int shells;
double mobcost;
struct lchrstr *lcp;
int dir = chkdir(step, DIR_STOP, DIR_LAST);
struct emp_qelem *qp;
struct ulist *llp;
struct lndstr *lp;
if (lp->lnd_effic < LAND_MINEFF) {
if (!orig)
putland(lp->lnd_uid, lp);
return 0;
if (dir != DIR_STOP && lnd_mar_dir(list, dir, actor))
return 0; /* can't go there */
for (qp = list->q_back; qp != list; qp = qp->q_back) {
llp = (struct ulist *)qp;
lp = &llp->unit.land;
consume_step(lp->lnd_rpath, &lp->lnd_rflags);
if (dir != DIR_STOP) {
lp->lnd_mission = 0;
lp->lnd_harden = 0;
}
putland(lp->lnd_uid, lp);
}
getsect(lp->lnd_x, lp->lnd_y, &sect);
if (lp->lnd_mobil <= 0.0) {
wu(0, lp->lnd_own,
"%s %s,\nbut had no mobility, and couldn't retreat!\n",
prland(lp), conditions[findcondition(code)].desc[orig]);
return 0;
}
for (i = 0; i < MAX_RETREAT && lp->lnd_rpath[0]; i++) {
if (lp->lnd_mobil <= 0.0) {
wu(0, lp->lnd_own,
"%s %s,\nbut ran out of mobility, and couldn't retreat fully!\n",
prland(lp), conditions[findcondition(code)].desc[orig]);
return 1;
}
dir = chkdir(lp->lnd_rpath[0], DIR_STOP, DIR_LAST);
if (dir == DIR_STOP || CANT_HAPPEN(dir < 0)) {
memmove(lp->lnd_rpath, lp->lnd_rpath + 1,
sizeof(lp->lnd_rpath) - 1);
if (lp->lnd_rpath[0] == 0)
lp->lnd_rflags = 0;
break;
}
dx = diroff[dir][0];
dy = diroff[dir][1];
lcp = &lchr[(int)lp->lnd_type];
newx = xnorm(lp->lnd_x + dx);
newy = ynorm(lp->lnd_y + dy);
getsect(newx, newy, &sect);
mobcost = lnd_mobcost(lp, &sect);
if (mobcost < 0
|| sect.sct_type == SCT_MOUNT
|| sect.sct_own != lp->lnd_own) {
wu(0, lp->lnd_own, "%s %s,\nbut could not retreat to %s!\n",
prland(lp),
conditions[findcondition(code)].desc[orig],
xyas(newx, newy, lp->lnd_own));
return 1;
}
lp->lnd_x = newx;
lp->lnd_y = newy;
lp->lnd_mobil -= mobcost;
lp->lnd_mission = 0;
memmove(lp->lnd_rpath, lp->lnd_rpath + 1,
sizeof(lp->lnd_rpath) - 1);
if (lp->lnd_rpath[0] == 0)
lp->lnd_rflags = 0;
mines = SCT_LANDMINES(&sect);
if (mines <= 0 || sect.sct_oldown == lp->lnd_own)
continue;
if (lcp->l_flags & L_ENGINEER) {
max = lcp->l_item[I_SHELL];
shells = lp->lnd_item[I_SHELL];
for (m = 0; mines > 0 && m < 5; m++) {
if (chance(0.66)) {
mines--;
shells = MIN(max, shells + 1);
}
}
sect.sct_mines = mines;
lp->lnd_item[I_SHELL] = shells;
putsect(&sect);
}
if (chance(DMINE_LHITCHANCE(mines))) {
wu(0, lp->lnd_own,
"%s %s,\nand hit a mine in %s while retreating!\n",
prland(lp),
conditions[findcondition(code)].desc[orig],
xyas(newx, newy, lp->lnd_own));
nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
m = MINE_LDAMAGE();
if (lcp->l_flags & L_ENGINEER)
m /= 2;
landdamage(lp, m);
mines--;
sect.sct_mines = mines;
putsect(&sect);
return 1;
}
}
if (orig) {
wu(0, lp->lnd_own, "%s %s, and retreated to %s\n",
prland(lp),
conditions[findcondition(code)].desc[orig],
xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
} else {
wu(0, lp->lnd_own, "%s %s, and ended up at %s\n",
prland(lp),
conditions[findcondition(code)].desc[orig],
xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
}
return 1;
return dir != DIR_STOP && !lnd_mar_gauntlet(list, 0, actor);
}

View file

@ -197,7 +197,7 @@ shp_nav_stay_behind(struct emp_qelem *list, natid actor)
}
}
static void
void
shp_nav_put(struct emp_qelem *list, natid actor)
{
struct emp_qelem *qp, *next;
@ -777,7 +777,7 @@ shp_hit_mine(struct shpstr *sp)
}
int
shp_nav_one_sector(struct emp_qelem *list, int dir, natid actor)
shp_nav_dir(struct emp_qelem *list, int dir, natid actor)
{
struct sctstr sect;
struct emp_qelem *qp;
@ -789,7 +789,6 @@ shp_nav_one_sector(struct emp_qelem *list, int dir, natid actor)
coord newy;
int move;
enum shp_stuck stuck;
int stopping = 0;
double mobcost;
if (CANT_HAPPEN(QEMPTY(list)))
@ -876,15 +875,26 @@ shp_nav_one_sector(struct emp_qelem *list, int dir, natid actor)
mlp->unit.ship.shp_mobil = (int)mlp->mobil;
putship(mlp->unit.ship.shp_uid, &mlp->unit.ship);
}
if (QEMPTY(list))
return stopping;
stopping |= shp_sweep(list, 0, 0, actor);
return 0;
}
int
shp_nav_gauntlet(struct emp_qelem *list, int interdict, natid actor)
{
struct ulist *mlp = (struct ulist *)list->q_back;
coord newx = mlp->unit.ship.shp_x;
coord newy = mlp->unit.ship.shp_y;
int stopping;
stopping = shp_sweep(list, 0, 0, actor);
if (QEMPTY(list))
return stopping;
stopping |= shp_check_mines(list);
if (QEMPTY(list))
return stopping;
stopping |= shp_interdict(list, newx, newy, actor);
if (interdict)
stopping |= shp_interdict(list, newx, newy, actor);
return stopping;
}

View file

@ -415,11 +415,13 @@ unit_move(struct emp_qelem *list)
} else if ((dir = chkdir(*cp, DIR_STOP, DIR_LAST)) >= 0) {
cp++;
if (type == EF_SHIP)
stopping = shp_nav_one_sector(list, dir, player->cnum);
stopping = shp_nav_dir(list, dir, player->cnum)
|| shp_nav_gauntlet(list, 1, player->cnum);
else {
if (!moved && !lnd_abandon_askyn(list))
return RET_FAIL;
stopping = lnd_mar_one_sector(list, dir, player->cnum);
stopping = lnd_mar_dir(list, dir, player->cnum)
|| lnd_mar_gauntlet(list, 1, player->cnum);
}
if (dir == DIR_STOP)
return RET_OK;