Combined struct llist and struct mlist into superset struct ulist.

(assa, set_leader, switch_leader, set_flagship, switch_flagship,
take_move_in_mob, get_land, ask_olist, att_get_defense,
get_dlist, get_ototal, get_dtotal, kill_land, att_infect_units,
put_land, att_reacting_units, count_bodies, att_fight,
send_reacting_units_home, take_def, ask_move_in, move_in_land,
lnd_print, lnd_delete, lnd_take_casualty, lnd_takemob,
lnd_sel, lnd_mar, lnd_put, lnd_sweep, contains_engineer,
lnd_check_mines, lnd_list, lnd_mess,
lnd_damage, lnd_easiest_target, lnd_mar_one_sector, shp_sel,
shp_nav, shp_put, shp_sweep, shp_check_one_mines, shp_check_mines,
shp_list, shp_mess, shp_count, shp_damage_one, shp_damage,
shp_contains, most_valuable_ship, shp_easiest_target,
shp_missile_interdiction, notify_coastguard,
shp_view, shp_nav_one_sector, shp_missdef, nav_ship,
fltp_to_list): Switch to struct ulist from either struct mlist
or struct llist.
This commit is contained in:
Ron Koenderink 2006-09-25 03:29:06 +00:00
parent 7d90028f20
commit cd8d742392
11 changed files with 514 additions and 471 deletions

View file

@ -40,22 +40,18 @@
#include "combat.h"
#include "damage.h"
#include "file.h"
#include "land.h"
#include "misc.h"
#include "mission.h"
#include "nat.h"
#include "news.h"
#include "nsc.h"
#include "optlist.h"
#include "path.h"
#include "plane.h"
#include "player.h"
#include "prototypes.h"
#include "sect.h"
#include "ship.h"
#include "xy.h"
#include "empobj.h"
#include "unit.h"
static void lnd_mess(char *, struct llist *);
static void lnd_mess(char *, struct ulist *);
static int lnd_hit_mine(struct lndstr *, struct lchrstr *);
double
@ -128,26 +124,26 @@ defense_val(struct lndstr *lp)
}
void
lnd_print(struct llist *llp, char *s)
lnd_print(struct ulist *llp, char *s)
{
if (llp->land.lnd_own == player->cnum)
pr("%s %s\n", prland(&llp->land), s);
if (llp->unit.land.lnd_own == player->cnum)
pr("%s %s\n", prland(&llp->unit.land), s);
else
wu(0, llp->land.lnd_own, "%s %s\n", prland(&llp->land), s);
wu(0, llp->unit.land.lnd_own, "%s %s\n", prland(&llp->unit.land), s);
}
void
lnd_delete(struct llist *llp, char *s)
lnd_delete(struct ulist *llp, char *s)
{
if (s)
lnd_print(llp, s);
putland(llp->land.lnd_uid, &llp->land);
putland(llp->unit.land.lnd_uid, &llp->unit.land);
emp_remque((struct emp_qelem *)llp);
free(llp);
}
int
lnd_take_casualty(int combat_mode, struct llist *llp, int cas)
lnd_take_casualty(int combat_mode, struct ulist *llp, int cas)
/* attacking or assaulting or paratrooping? */
/* number of casualties to take */
{
@ -168,49 +164,51 @@ lnd_take_casualty(int combat_mode, struct llist *llp, int cas)
signed char orig;
int mob;
taken = llp->land.lnd_item[I_MILIT];
taken = llp->unit.land.lnd_item[I_MILIT];
/* Spies always die */
if (llp->lcp->l_flags & L_SPY) {
if (((struct lchrstr *)llp->chrp)->l_flags & L_SPY) {
eff_eq = 100;
llp->land.lnd_effic = 0;
llp->unit.land.lnd_effic = 0;
} else {
eff_eq = ldround(cas * 100.0 / llp->lcp->l_mil, 1);
llp->land.lnd_effic -= eff_eq;
lnd_submil(&llp->land, cas);
eff_eq = ldround(cas * 100.0 /
((struct lchrstr *)llp->chrp)->l_mil, 1);
llp->unit.land.lnd_effic -= eff_eq;
lnd_submil(&llp->unit.land, cas);
}
if (llp->land.lnd_effic < LAND_MINEFF) {
if (llp->unit.land.lnd_effic < LAND_MINEFF) {
sprintf(buf, "dies %s %s!",
combat_mode ? att_mode[combat_mode] : "defending",
xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
llp->unit.land.lnd_own));
lnd_delete(llp, buf);
/* Since we killed the unit, we killed all the mil on it */
return taken;
} else {
/* Ok, now, how many did we take off? (sould be the diff) */
taken = taken - llp->land.lnd_item[I_MILIT];
taken = taken - llp->unit.land.lnd_item[I_MILIT];
}
if (llp->land.lnd_effic >= llp->land.lnd_retreat)
if (llp->unit.land.lnd_effic >= llp->unit.land.lnd_retreat)
return taken;
/* we're being boarded */
if (llp->land.lnd_ship >= 0 && combat_mode == A_DEFEND)
if (llp->unit.land.lnd_ship >= 0 && combat_mode == A_DEFEND)
return taken;
/* we're being boarded */
if (llp->land.lnd_land >= 0 && combat_mode == A_DEFEND)
if (llp->unit.land.lnd_land >= 0 && combat_mode == A_DEFEND)
return taken;
/* Have to make a retreat check */
ret_chance = llp->land.lnd_retreat - llp->land.lnd_effic;
ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
if (roll(100) < ret_chance) {
pr("\n");
lnd_print(llp, "fails morale check!");
llp->land.lnd_mission = 0;
llp->land.lnd_harden = 0;
if (llp->land.lnd_ship >= 0 || llp->land.lnd_land >= 0)
llp->unit.land.lnd_mission = 0;
llp->unit.land.lnd_harden = 0;
if (llp->unit.land.lnd_ship >= 0 || llp->unit.land.lnd_land >= 0)
nowhere_to_go = 1;
else if (combat_mode == A_DEFEND) {
/*
@ -222,14 +220,14 @@ lnd_take_casualty(int combat_mode, struct llist *llp, int cas)
biggest = -1;
nowned = 0;
for (n = 1; n <= 6; ++n) {
ret_x = llp->land.lnd_x + diroff[n][0];
ret_y = llp->land.lnd_y + diroff[n][1];
ret_x = llp->unit.land.lnd_x + diroff[n][0];
ret_y = llp->unit.land.lnd_y + diroff[n][1];
getsect(ret_x, ret_y, &sect);
if (sect.sct_own != llp->land.lnd_own)
if (sect.sct_own != llp->unit.land.lnd_own)
continue;
if (sect.sct_type == SCT_MOUNT)
continue;
mobcost = lnd_mobcost(&llp->land, &rsect);
mobcost = lnd_mobcost(&llp->unit.land, &rsect);
if (mobcost < 0)
continue;
++nowned;
@ -245,38 +243,38 @@ lnd_take_casualty(int combat_mode, struct llist *llp, int cas)
nowhere_to_go = 1;
else {
/* retreat to bx,by */
llp->land.lnd_x = bx;
llp->land.lnd_y = by;
llp->unit.land.lnd_x = bx;
llp->unit.land.lnd_y = by;
/* FIXME landmines */
getsect(bx, by, &rsect);
mob = llp->land.lnd_mobil - (int)bmcost;
mob = llp->unit.land.lnd_mobil - (int)bmcost;
if (mob < -127)
mob = -127;
orig = llp->land.lnd_mobil;
llp->land.lnd_mobil = (signed char)mob;
if (llp->land.lnd_mobil > orig)
llp->land.lnd_mobil = -127;
orig = llp->unit.land.lnd_mobil;
llp->unit.land.lnd_mobil = (signed char)mob;
if (llp->unit.land.lnd_mobil > orig)
llp->unit.land.lnd_mobil = -127;
sprintf(buf, "retreats at %d%% efficiency to %s!",
llp->land.lnd_effic,
xyas(bx, by, llp->land.lnd_own));
llp->unit.land.lnd_effic,
xyas(bx, by, llp->unit.land.lnd_own));
lnd_delete(llp, buf);
}
} else { /* attacking from a sector */
sprintf(buf, "leaves the battlefield at %d%% efficiency",
llp->land.lnd_effic);
if ((llp->land.lnd_mobil - (int)llp->mobil) < -127)
llp->land.lnd_mobil = -127;
llp->unit.land.lnd_effic);
if ((llp->unit.land.lnd_mobil - (int)llp->mobil) < -127)
llp->unit.land.lnd_mobil = -127;
else
llp->land.lnd_mobil -= (int)llp->mobil;
llp->unit.land.lnd_mobil -= (int)llp->mobil;
llp->mobil = 0.0;
lnd_delete(llp, buf);
}
}
if (nowhere_to_go) {
/* nowhere to go.. take more casualties */
llp->land.lnd_effic -= 10;
lnd_submil(&llp->land, llp->lcp->l_mil / 10);
if (llp->land.lnd_effic < LAND_MINEFF)
llp->unit.land.lnd_effic -= 10;
lnd_submil(&llp->unit.land, ((struct lchrstr *)llp->chrp)->l_mil / 10);
if (llp->unit.land.lnd_effic < LAND_MINEFF)
lnd_delete(llp, "has nowhere to retreat, and dies!");
else
lnd_print(llp,
@ -290,24 +288,24 @@ void
lnd_takemob(struct emp_qelem *list, double loss)
{
struct emp_qelem *qp, *next;
struct llist *llp;
struct ulist *llp;
int new;
int mcost = ldround(combat_mob * loss, 1);
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
llp = (struct llist *)qp;
llp = (struct ulist *)qp;
/*
if (chance(loss))
use_supply(&llp->land);
if (llp->land.lnd_mission == MI_RESERVE)
new = llp->land.lnd_mobil - mcost/2;
use_supply(&llp->unit.land);
if (llp->unit.land.lnd_mission == MI_RESERVE)
new = llp->unit.land.lnd_mobil - mcost/2;
else
*/
new = llp->land.lnd_mobil - mcost;
new = llp->unit.land.lnd_mobil - mcost;
if (new < -127)
new = -127;
llp->land.lnd_mobil = (signed char)new;
llp->unit.land.lnd_mobil = (signed char)new;
}
}
@ -478,7 +476,7 @@ lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
{
struct lndstr land;
struct lchrstr *lcp;
struct llist *llp;
struct ulist *llp;
int this_mot;
int mobtype = MOB_MOVE; /* indeterminate */
@ -518,9 +516,9 @@ lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
land.lnd_harden = 0;
memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
putland(land.lnd_uid, &land);
llp = malloc(sizeof(struct llist));
llp->lcp = lcp;
llp->land = land;
llp = malloc(sizeof(struct ulist));
llp->chrp = (struct empobj_chr *)lcp;
llp->unit.land = land;
llp->mobil = land.lnd_mobil;
emp_insque(&llp->queue, list);
}
@ -533,7 +531,7 @@ lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
struct ulist *llp;
struct sctstr sect;
struct lndstr land;
coord allx;
@ -547,8 +545,8 @@ lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
*togetherp = 1;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
getland(llp->land.lnd_uid, &land);
llp = (struct ulist *)qp;
getland(llp->unit.land.lnd_uid, &land);
if (land.lnd_own != actor) {
mpr(actor, "%s was disbanded at %s\n",
prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
@ -568,15 +566,15 @@ lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
lnd_mess("was sucked into the sky by a strange looking spaceland", llp); /* heh -KHS */
continue;
}
if (!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY) &&
!(lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) &&
llp->land.lnd_item[I_MILIT] == 0) {
if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_TRAIN) &&
llp->unit.land.lnd_item[I_MILIT] == 0) {
lnd_mess("has no mil on it to guide it", llp);
continue;
}
rel = getrel(getnatp(sect.sct_own), player->cnum);
if (sect.sct_own != land.lnd_own && rel != ALLIED &&
!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY) &&
!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
sect.sct_own) {
sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
lnd_mess(mess, llp);
@ -596,7 +594,7 @@ lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
*minmobp = llp->mobil;
if (llp->mobil > *maxmobp)
*maxmobp = llp->mobil;
llp->land = land;
llp->unit.land = land;
}
}
@ -605,19 +603,20 @@ lnd_put(struct emp_qelem *list, natid actor)
{
struct emp_qelem *qp;
struct emp_qelem *newqp;
struct llist *llp;
struct ulist *llp;
qp = list->q_back;
while (qp != list) {
llp = (struct llist *)qp;
llp = (struct ulist *)qp;
if (actor) {
mpr(actor, "%s stopped at %s\n", prland(&llp->land),
xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
mpr(actor, "%s stopped at %s\n", prland(&llp->unit.land),
xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
llp->unit.land.lnd_own));
if (llp->mobil < -127)
llp->mobil = -127;
llp->land.lnd_mobil = llp->mobil;
llp->unit.land.lnd_mobil = llp->mobil;
}
putland(llp->land.lnd_uid, &llp->land);
putland(llp->unit.land.lnd_uid, &llp->unit.land);
newqp = qp->q_back;
emp_remque(qp);
free(qp);
@ -631,16 +630,17 @@ lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob,
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
struct ulist *llp;
struct sctstr sect;
int mines, m, max, sshells, lshells;
for (qp = land_list->q_back; qp != land_list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
if (!(llp->lcp->l_flags & L_ENGINEER)) {
llp = (struct ulist *)qp;
if (!(((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)) {
if (verbose)
mpr(actor, "%s is not an engineer!\n", prland(&llp->land));
mpr(actor, "%s is not an engineer!\n",
prland(&llp->unit.land));
continue;
}
if (takemob && llp->mobil < 0.0) {
@ -648,33 +648,33 @@ lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob,
lnd_mess("is out of mobility", llp);
continue;
}
getsect(llp->land.lnd_x, llp->land.lnd_y, &sect);
if (sect.sct_oldown == llp->land.lnd_own) {
getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &sect);
if (sect.sct_oldown == llp->unit.land.lnd_own) {
if (verbose)
mpr(actor,
"%s is in a sector completely owned by you. Don't bother digging up mines there!\n",
prland(&llp->land));
prland(&llp->unit.land));
continue;
}
if (sect.sct_type == SCT_BSPAN) {
if (verbose)
mpr(actor, "%s is on a bridge. No mines there!\n",
prland(&llp->land));
prland(&llp->unit.land));
continue;
}
if (takemob) {
llp->mobil -= lnd_pathcost(&llp->land, 0.2);
llp->land.lnd_mobil = (int)llp->mobil;
llp->land.lnd_harden = 0;
llp->mobil -= lnd_pathcost(&llp->unit.land, 0.2);
llp->unit.land.lnd_mobil = (int)llp->mobil;
llp->unit.land.lnd_harden = 0;
}
putland(llp->land.lnd_uid, &llp->land);
putland(llp->unit.land.lnd_uid, &llp->unit.land);
if (!(mines = sect.sct_mines))
continue;
max = llp->lcp->l_item[I_SHELL];
lshells = llp->land.lnd_item[I_SHELL];
max = ((struct lchrstr *)llp->chrp)->l_item[I_SHELL];
lshells = llp->unit.land.lnd_item[I_SHELL];
sshells = sect.sct_item[I_SHELL];
for (m = 0; mines > 0 && m < max * 2; m++) {
if (chance(0.5 * llp->lcp->l_att)) {
if (chance(0.5 * ((struct lchrstr *)llp->chrp)->l_att)) {
mpr(actor, "Sweep...\n");
mines--;
if (lshells < max)
@ -684,9 +684,9 @@ lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob,
}
}
sect.sct_mines = mines;
llp->land.lnd_item[I_SHELL] = lshells;
llp->unit.land.lnd_item[I_SHELL] = lshells;
sect.sct_item[I_SHELL] = sshells;
putland(llp->land.lnd_uid, &llp->land);
putland(llp->unit.land.lnd_uid, &llp->unit.land);
putsect(&sect);
}
}
@ -696,12 +696,12 @@ contains_engineer(struct emp_qelem *list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
struct ulist *llp;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
if (llp->lcp->l_flags & L_ENGINEER)
llp = (struct ulist *)qp;
if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
return 1;
}
return 0;
@ -712,27 +712,27 @@ lnd_check_mines(struct emp_qelem *land_list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
struct ulist *llp;
struct sctstr sect;
int stopping = 0;
int with_eng = contains_engineer(land_list);
for (qp = land_list->q_back; qp != land_list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
getsect(llp->land.lnd_x, llp->land.lnd_y, &sect);
if (sect.sct_oldown == llp->land.lnd_own)
llp = (struct ulist *)qp;
getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &sect);
if (sect.sct_oldown == llp->unit.land.lnd_own)
continue;
if (sect.sct_type == SCT_BSPAN)
continue;
if (!sect.sct_mines)
continue;
if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
lnd_hit_mine(&llp->land, llp->lcp);
lnd_hit_mine(&llp->unit.land, ((struct lchrstr *)llp->chrp));
sect.sct_mines--;
putsect(&sect);
putland(llp->land.lnd_uid, &llp->land);
if (!llp->land.lnd_own) {
putland(llp->unit.land.lnd_uid, &llp->unit.land);
if (!llp->unit.land.lnd_own) {
stopping = 1;
emp_remque(qp);
free(qp);
@ -747,18 +747,18 @@ lnd_list(struct emp_qelem *land_list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
struct ulist *llp;
struct lndstr *lnd;
pr("lnd# land type x,y a eff sh gun xl mu tech retr fuel\n");
for (qp = land_list->q_back; qp != land_list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
lnd = &llp->land;
llp = (struct ulist *)qp;
lnd = &llp->unit.land;
pr("%4d ", lnd->lnd_uid);
pr("%-16.16s ", llp->lcp->l_name);
prxy("%4d,%-4d ", lnd->lnd_x, lnd->lnd_y, llp->land.lnd_own);
pr("%-16.16s ", ((struct lchrstr *)llp->chrp)->l_name);
prxy("%4d,%-4d ", lnd->lnd_x, lnd->lnd_y, llp->unit.land.lnd_own);
pr("%1.1s", &lnd->lnd_army);
pr("%4d%%", lnd->lnd_effic);
pr("%4d", lnd->lnd_item[I_SHELL]);
@ -773,15 +773,16 @@ lnd_list(struct emp_qelem *land_list)
}
static void
lnd_mess(char *str, struct llist *llp)
lnd_mess(char *str, struct ulist *llp)
{
mpr(llp->land.lnd_own, "%s %s & stays in %s\n",
prland(&llp->land),
str, xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
mpr(llp->unit.land.lnd_own, "%s %s & stays in %s\n",
prland(&llp->unit.land),
str, xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
llp->unit.land.lnd_own));
if (llp->mobil < -127)
llp->mobil = -127;
llp->land.lnd_mobil = llp->mobil;
putland(llp->land.lnd_uid, &llp->land);
llp->unit.land.lnd_mobil = llp->mobil;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
emp_remque((struct emp_qelem *)llp);
free(llp);
}
@ -791,12 +792,12 @@ lnd_count(struct emp_qelem *list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
struct ulist *llp;
int count = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
llp = (struct ulist *)qp;
++count;
}
return count;
@ -807,7 +808,7 @@ lnd_damage(struct emp_qelem *list, int totdam)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
struct ulist *llp;
int dam;
int count;
@ -816,12 +817,12 @@ lnd_damage(struct emp_qelem *list, int totdam)
dam = ldround((double)totdam / count, 1);
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
llp = (struct ulist *)qp;
/* have to get it again because of collateral damage */
getland(llp->land.lnd_uid, &llp->land);
landdamage(&llp->land, dam);
putland(llp->land.lnd_uid, &llp->land);
if (!llp->land.lnd_own) {
getland(llp->unit.land.lnd_uid, &llp->unit.land);
landdamage(&llp->unit.land, dam);
putland(llp->unit.land.lnd_uid, &llp->unit.land);
if (!llp->unit.land.lnd_own) {
emp_remque(qp);
free(qp);
}
@ -834,15 +835,15 @@ lnd_easiest_target(struct emp_qelem *list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
struct ulist *llp;
int hard;
int easiest = 9876; /* things start great for victim */
int count = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
hard = lnd_hardtarget(&llp->land);
llp = (struct ulist *)qp;
hard = lnd_hardtarget(&llp->unit.land);
if (hard < easiest)
easiest = hard; /* things get worse for victim */
++count;
@ -1029,7 +1030,7 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
struct emp_qelem *qp;
struct emp_qelem *qp2;
struct emp_qelem *next;
struct llist *llp;
struct ulist *llp;
struct emp_qelem cur, done;
coord dx;
coord dy;
@ -1050,15 +1051,15 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
dy = diroff[dir][1];
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
getsect(llp->land.lnd_x, llp->land.lnd_y, &osect);
llp = (struct ulist *)qp;
getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
oldown = osect.sct_own;
newx = xnorm(llp->land.lnd_x + dx);
newy = ynorm(llp->land.lnd_y + dy);
newx = xnorm(llp->unit.land.lnd_x + dx);
newy = ynorm(llp->unit.land.lnd_y + dy);
getsect(newx, newy, &sect);
rel = getrel(getnatp(sect.sct_own), player->cnum);
if ((sect.sct_own != actor && rel != ALLIED &&
!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY) &&
!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
sect.sct_own) || (sect.sct_type == SCT_WATER ||
sect.sct_type == SCT_SANCT ||
sect.sct_type == SCT_WASTE)) {
@ -1072,7 +1073,7 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
}
}
if ((!intrchr[INT_RAIL].in_enable || sect.sct_rail == 0)
&& lnd_mobtype(&llp->land) == MOB_RAIL) {
&& lnd_mobtype(&llp->unit.land) == MOB_RAIL) {
if (together) {
pr("no rail system in %s\n", xyas(newx, newy, actor));
return 1;
@ -1085,9 +1086,9 @@ 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->land)) {
if (would_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
stop = 0;
if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->land)) {
if (!want_to_abandon(&osect, I_CIVIL, 0, &llp->unit.land)) {
stop = 1;
}
/* now check stuff */
@ -1096,7 +1097,7 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
if (!check_sect_ok(&osect))
return 1;
for (qp2 = list->q_back; qp2 != list; qp2 = qp2->q_back) {
if (!check_land_ok(&((struct llist *)qp2)->land))
if (!check_land_ok(&((struct ulist *)qp2)->unit.land))
return 1;
}
if (stop) {
@ -1108,12 +1109,12 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
lnd_mess("is out of mobility", llp);
continue;
}
llp->land.lnd_x = newx;
llp->land.lnd_y = newy;
llp->mobil -= lnd_mobcost(&llp->land, &sect);
llp->land.lnd_mobil = (int)llp->mobil;
llp->land.lnd_harden = 0;
putland(llp->land.lnd_uid, &llp->land);
llp->unit.land.lnd_x = newx;
llp->unit.land.lnd_y = newy;
llp->mobil -= lnd_mobcost(&llp->unit.land, &sect);
llp->unit.land.lnd_mobil = (int)llp->mobil;
llp->unit.land.lnd_harden = 0;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
putsect(&osect);
getsect(osect.sct_x, osect.sct_y, &osect);
if (osect.sct_own != oldown && oldown == player->cnum) {
@ -1123,20 +1124,20 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
}
if (rel != ALLIED && sect.sct_own != actor && sect.sct_own) { /* must be a spy */
/* Always a 10% chance of getting caught. */
if (chance(LND_SPY_DETECT_CHANCE(llp->land.lnd_effic))) {
if (chance(LND_SPY_DETECT_CHANCE(llp->unit.land.lnd_effic))) {
if (rel == NEUTRAL || rel == FRIENDLY) {
wu(0, sect.sct_own,
"%s unit spotted in %s\n", cname(player->cnum),
xyas(sect.sct_x, sect.sct_y, sect.sct_own));
setrel(sect.sct_own, llp->land.lnd_own, HOSTILE);
setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
} else if (rel == HOSTILE || rel == AT_WAR ||
rel == SITZKRIEG || rel == MOBILIZATION) {
wu(0, sect.sct_own,
"%s spy shot in %s\n", cname(player->cnum),
xyas(sect.sct_x, sect.sct_y, sect.sct_own));
pr("%s was shot and killed.\n", prland(&llp->land));
llp->land.lnd_effic = 0;
putland(llp->land.lnd_uid, &llp->land);
pr("%s was shot and killed.\n", prland(&llp->unit.land));
llp->unit.land.lnd_effic = 0;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
lnd_delete(llp, 0);
}
}
@ -1153,18 +1154,18 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
emp_initque(&cur);
emp_initque(&done);
while (!QEMPTY(list)) {
llp = (struct llist *)list->q_back;
newx = llp->land.lnd_x;
newy = llp->land.lnd_y;
llp = (struct ulist *)list->q_back;
newx = llp->unit.land.lnd_x;
newy = llp->unit.land.lnd_y;
/* move units in NEWX,NEWY to cur */
visible = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
if (llp->land.lnd_x == newx && llp->land.lnd_y == newy) {
llp = (struct ulist *)qp;
if (llp->unit.land.lnd_x == newx && llp->unit.land.lnd_y == newy) {
emp_remque(qp);
emp_insque(qp, &cur);
if (!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY))
if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
visible = 1;
}
}
@ -1174,7 +1175,7 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
/* move survivors to done */
for (qp = cur.q_back; qp != &cur; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
llp = (struct ulist *)qp;
emp_remque(qp);
emp_insque(qp, &done);
}