/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* control.c: Military control functions
*
* Known contributors to this file:
* Dave Pare, 1986
* Markus Armbruster, 2014-2016
*/
#include
#include "land.h"
#include "nsc.h"
#include "player.h"
#include "prototypes.h"
#include "sect.h"
#include "unit.h"
/*
* Return strength of security detail in @sp.
* Store sum of efficiency of land units with security capability in
* @seceffp.
*/
double
security_strength(struct sctstr *sp, int *seceffp)
{
double strength;
int seceff;
struct nstr_item ni;
struct lndstr land;
strength = sp->sct_item[I_MILIT];
seceff = 0;
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
while (nxtitem(&ni, &land)) {
strength += land.lnd_item[I_MILIT];
if (lchr[land.lnd_type].l_flags & L_SECURITY) {
strength += land.lnd_item[I_MILIT] * land.lnd_effic / 100.0;
seceff += land.lnd_effic;
}
}
*seceffp = seceff;
return strength;
}
/*
* Does the player->owner have military control of this sector?
*/
int
military_control(struct sctstr *sp)
{
int tot_mil = 0;
struct nstr_item ni;
struct lndstr land;
if (sp->sct_oldown != sp->sct_own) {
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
while (nxtitem(&ni, &land)) {
if (land.lnd_own == sp->sct_own)
tot_mil += land.lnd_item[I_MILIT];
}
if ((sp->sct_item[I_MILIT] + tot_mil) * 10 < sp->sct_item[I_CIVIL])
return 0;
}
return 1;
}
/*
* Ask user to confirm abandonment of sector @sp, if any.
* If removing @amnt commodities of type @vtype and the land units in
* @list would abandon the sector, ask the user to confirm.
* All land units in @land_list must be in this sector, owned by the
* player, and not loaded onto anything. @land_list may be null.
* Return zero when abandonment was declined, else non-zero.
*/
int
abandon_askyn(struct sctstr *sp, i_type vtype, int amnt,
struct ulist *land_list)
{
char prompt[80];
/*
* First, would we be abandoning it? If not, just return that
* it's ok to move out.
*/
if (!would_abandon(sp, vtype, amnt, land_list))
return 1;
sprintf(prompt, "Do you really want to abandon %s [yn]? ",
xyas(sp->sct_x, sp->sct_y, player->cnum));
return askyn(prompt);
}
/*
* Would removing this stuff from @sp abandon it?
* Consider removal of @amnt commodities of type @vtype and the land
* units in @land_list.
* All land units in @land_list must be in this sector, owned by the
* player, and not loaded onto anything. @land_list may be null.
*/
int
would_abandon(struct sctstr *sp, i_type vtype, int amnt,
struct ulist *land_list)
{
int mil, civs, nland;
struct nstr_item ni;
struct lndstr land;
/*
* sct_prewrite() abandons when there are no civilians, military
* and own units left.
*/
if (vtype != I_CIVIL && vtype != I_MILIT)
return 0;
mil = sp->sct_item[I_MILIT];
civs = sp->sct_item[I_CIVIL];
if (vtype == I_MILIT)
mil -= amnt;
if (vtype == I_CIVIL)
civs -= amnt;
if (!sp->sct_own || civs > 0 || mil > 0)
return 0;
/*
* Okay, no civilians and no military would be left. Any own land
* units left? Land units on ships stay, so count them. Land
* units not on anything stay unless in @land_list, so count them,
* then subtract length of @land_list. Land units on land units
* stay if their carrier stays, and therefore won't change the
* outcome; don't count them.
*/
nland = 0;
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
while (nxtitem(&ni, &land)) {
if (land.lnd_own == player->cnum && land.lnd_land < 0)
++nland;
}
if (land_list)
nland -= emp_quelen(&land_list->queue);
return nland <= 0;
}