/* * 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. * * --- * * lndsub.c: Land unit subroutines * * Known contributors to this file: * Ken Stevens, 1995 * Steve McClure, 1998-2000 * Markus Armbruster, 2004-2016 */ #include #include #include #include "chance.h" #include "combat.h" #include "damage.h" #include "empobj.h" #include "misc.h" #include "mission.h" #include "news.h" #include "nsc.h" #include "optlist.h" #include "path.h" #include "player.h" #include "prototypes.h" #include "unit.h" #include "xy.h" static void lnd_mar_put_one(struct ulist *); static int lnd_check_one_mines(struct ulist *, int); static int lnd_hit_mine(struct lndstr *); static int has_helpful_engineer(coord, coord, natid); static struct ulist * lnd_find_capable(struct emp_qelem *list, int flags) { struct emp_qelem *qp; struct ulist *llp; for (qp = list->q_back; qp != list; qp = qp->q_back) { llp = (struct ulist *)qp; if (lchr[llp->unit.land.lnd_type].l_flags & flags) return llp; } return NULL; } double attack_val(int combat_mode, struct lndstr *lp) { int men; double value; struct lchrstr *lcp; if (lp->lnd_effic < LAND_MINEFF) { putland(lp->lnd_uid, lp); return 0; } lcp = &lchr[(int)lp->lnd_type]; /* Spies always count as 1 during assaults. If they are the only ones in the assault, they get to sneak on anyway. */ if (lcp->l_flags & L_SPY && combat_mode == A_ASSAULT) return 1; men = lp->lnd_item[I_MILIT]; value = men * lnd_att(lp) * lp->lnd_effic / 100.0; switch (combat_mode) { case A_ATTACK: return value; case A_ASSAULT: if (!(lcp->l_flags & L_MARINE)) return assault_penalty * value; break; case A_BOARD: if (!(lcp->l_flags & L_MARINE)) return assault_penalty * men; } return value; } double defense_val(struct lndstr *lp) { int men; double value; struct lchrstr *lcp; if (lp->lnd_effic < LAND_MINEFF) { putland(lp->lnd_uid, lp); return 0; } lcp = &lchr[(int)lp->lnd_type]; men = lp->lnd_item[I_MILIT]; if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) && !(lcp->l_flags & L_MARINE)) return men; value = men * lnd_def(lp) * lp->lnd_effic / 100.0; value *= ((double)land_mob_max + lp->lnd_harden) / land_mob_max; /* If there are military on the unit, you get at least a 1 man defensive unit, except for spies */ if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY)) return 1; return value; } int lnd_reaction_range(struct lndstr *lp) { struct sctstr sect; getsect(lp->lnd_x, lp->lnd_y, §); if (sect.sct_type == SCT_HEADQ && sect.sct_effic >= 60) return lchr[lp->lnd_type].l_rad + 1; return lchr[lp->lnd_type].l_rad; } void lnd_print(natid actor, struct ulist *llp, char *s) { if (actor == player->cnum) pr("%s %s\n", prland(&llp->unit.land), s); else wu(0, actor, "%s %s\n", prland(&llp->unit.land), s); } int lnd_take_casualty(int combat_mode, struct ulist *llp, int cas) /* attacking or assaulting or paratrooping? */ /* number of casualties to take */ { int eff_eq; int n; int biggest; int civs; coord ret_x, ret_y; coord bx, by; struct sctstr sect; int ret_chance; char buf[1024]; int taken; int nowhere_to_go = 0; double mobcost, bmcost; signed char orig; int mob; taken = llp->unit.land.lnd_item[I_MILIT]; /* Spies always die */ if (lchr[llp->unit.land.lnd_type].l_flags & L_SPY) llp->unit.land.lnd_effic = 0; else { eff_eq = ldround(cas * 100.0 / lchr[llp->unit.land.lnd_type].l_item[I_MILIT], 1); llp->unit.land.lnd_effic -= eff_eq; lnd_submil(&llp->unit.land, cas); } if (llp->unit.land.lnd_effic < LAND_MINEFF) { sprintf(buf, "dies %s %s!", combat_mode ? att_mode[combat_mode] : "defending", xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, llp->unit.land.lnd_own)); lnd_print(llp->unit.land.lnd_own, llp, buf); lnd_put_one(llp); /* 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->unit.land.lnd_item[I_MILIT]; } if (llp->unit.land.lnd_effic >= llp->unit.land.lnd_retreat) return taken; /* we're being boarded */ if (llp->unit.land.lnd_ship >= 0 && combat_mode == A_DEFEND) return taken; /* we're being boarded */ if (llp->unit.land.lnd_land >= 0 && combat_mode == A_DEFEND) return taken; /* Have to make a retreat check */ ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic; if (pct_chance(ret_chance)) { pr("\n"); lnd_print(llp->unit.land.lnd_own, llp, "fails morale check!"); 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) { /* * defending unit.. find a place to send it * strategy: look for the most-populated * adjacent sector that is owned by the unit * owner. Charge mob.. */ biggest = -1; for (n = 1; n <= 6; ++n) { 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, §); if (sect.sct_own != llp->unit.land.lnd_own) continue; if (sect.sct_type == SCT_MOUNT) continue; mobcost = lnd_mobcost(&llp->unit.land, §); if (mobcost < 0) continue; civs = sect.sct_item[I_CIVIL]; if (civs > biggest) { biggest = civs; bx = sect.sct_x; by = sect.sct_y; bmcost = mobcost; } } if (biggest < 0) nowhere_to_go = 1; else { /* retreat to bx,by */ llp->unit.land.lnd_x = bx; llp->unit.land.lnd_y = by; /* FIXME landmines */ mob = llp->unit.land.lnd_mobil - (int)bmcost; if (mob < -127) mob = -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->unit.land.lnd_effic, xyas(bx, by, llp->unit.land.lnd_own)); lnd_print(llp->unit.land.lnd_own, llp, buf); lnd_put_one(llp); } } else { /* attacking from a sector */ sprintf(buf, "leaves the battlefield at %d%% efficiency", llp->unit.land.lnd_effic); if ((llp->unit.land.lnd_mobil - (int)llp->mobil) < -127) llp->unit.land.lnd_mobil = -127; else llp->unit.land.lnd_mobil -= (int)llp->mobil; llp->mobil = 0.0; lnd_print(llp->unit.land.lnd_own, llp, buf); lnd_put_one(llp); } } if (nowhere_to_go) { /* nowhere to go.. take more casualties */ llp->unit.land.lnd_effic -= 10; lnd_submil(&llp->unit.land, lchr[llp->unit.land.lnd_type].l_item[I_MILIT] / 10); if (llp->unit.land.lnd_effic < LAND_MINEFF) { lnd_print(llp->unit.land.lnd_own, llp, "has nowhere to retreat, and dies!"); lnd_put_one(llp); } else lnd_print(llp->unit.land.lnd_own, llp, "has nowhere to retreat and takes extra losses!"); } return taken; } void lnd_takemob(struct emp_qelem *list, double loss) { struct emp_qelem *qp, *next; 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 ulist *)qp; #if 0 if (chance(loss)) use_supply(&llp->unit.land); #endif new = llp->unit.land.lnd_mobil - mcost; if (new < -127) new = -127; llp->unit.land.lnd_mobil = (signed char)new; } } void lnd_submil(struct lndstr *lp, int num) { int new = lp->lnd_item[I_MILIT] - num; lp->lnd_item[I_MILIT] = new < 0 ? 0 : new; } int lnd_spyval(struct lndstr *lp) { if (lchr[(int)lp->lnd_type].l_flags & L_RECON) return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0) + 2; else return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0); } void intelligence_report(natid destination, struct lndstr *lp, int spy, char *mess) { int vis = lnd_vis(lp); char buf1[80], buf2[80], buf3[80]; if (!destination || !lp->lnd_own) return; if (chance((spy + vis) / 10.0)) { sprintf(buf1, "%s %s", mess, prland(lp)); if (chance((spy + vis) / 20.0)) { sprintf(buf2, " (eff %d, mil %d", roundintby(lp->lnd_effic, 5), roundintby(lp->lnd_item[I_MILIT], 10)); if (chance((spy + vis) / 20.0)) { int t; t = lp->lnd_tech - 20 + roll(40); t = MAX(t, 0); sprintf(buf3, ", tech %d)", t); } else { sprintf(buf3, ")"); } } else { buf2[0] = buf3[0] = 0; } if (destination == player->cnum) pr("%s%s%s", buf1, buf2, buf3); else wu(0, destination, "%s%s%s\n", buf1, buf2, buf3); } } int lnd_may_mar(struct lndstr *lp, struct lndstr *ldr, char *suffix) { struct sctstr sect; int mobtype; if (!lp->lnd_own || !getsect(lp->lnd_x, lp->lnd_y, §)) { CANT_REACH(); return 0; } if (opt_MARKET && ontradingblock(EF_LAND, lp)) { mpr(lp->lnd_own, "%s is on the trading block%s\n", prland(lp), suffix); return 0; } if (lp->lnd_ship >= 0) { mpr(lp->lnd_own, "%s is on a ship%s\n", prland(lp), suffix); return 0; } if (lp->lnd_land >= 0) { mpr(lp->lnd_own, "%s is on a unit%s\n", prland(lp), suffix); return 0; } if (!(lchr[lp->lnd_type].l_flags & L_SPY) && !(lchr[lp->lnd_type].l_flags & L_TRAIN) && lp->lnd_item[I_MILIT] == 0) { mpr(lp->lnd_own, "%s has no mil on it to guide it%s\n", prland(lp), suffix); return 0; } switch (lnd_check_mar(lp, §)) { case LND_STUCK_NOT: break; case LND_STUCK_NO_RAIL: mpr(lp->lnd_own, "%s is stuck off the rail system%s\n", prland(lp), suffix); return 0; default: CANT_REACH(); /* fall through */ case LND_STUCK_IMPASSABLE: mpr(lp->lnd_own, "%s is stuck%s\n", prland(lp), suffix); return 0; } if (relations_with(sect.sct_own, lp->lnd_own) != ALLIED && !(lchr[lp->lnd_type].l_flags & L_SPY) && sect.sct_own) { mpr(lp->lnd_own, "%s has been kidnapped by %s%s\n", prland(lp), cname(sect.sct_own), suffix); return 0; } if (ldr && (lp->lnd_x != ldr->lnd_x || lp->lnd_y != ldr->lnd_y)) { mpr(lp->lnd_own, "%s is not with the leader%s\n", prland(lp), suffix); return 0; } /* * The marching code gets confused when trains and non-trains * march together. Disallow for now. */ mobtype = lnd_mobtype(lp); if (!ldr || mobtype == lnd_mobtype(ldr)) ; else if (mobtype == MOB_RAIL) { mpr(lp->lnd_own, "%s is a train and can't march with the leader%s\n", prland(lp), suffix); return 0; } else { mpr(lp->lnd_own, "%s can't rail-march with the leading train%s\n", prland(lp), suffix); return 0; } return 1; } void lnd_sel(struct nstr_item *ni, struct emp_qelem *list) { struct lndstr land, *ldr = NULL; struct ulist *llp; emp_initque(list); while (nxtitem(ni, &land)) { /* * It would be nice to let deities march foreign land units, * but much of the code assumes that only the land unit's * owner can march it. */ if (!land.lnd_own || land.lnd_own != player->cnum) continue; if (!lnd_may_mar(&land, ldr, "")) continue; land.lnd_mission = 0; land.lnd_rflags = 0; memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath)); putland(land.lnd_uid, &land); llp = lnd_insque(&land, list); if (!ldr) ldr = &llp->unit.land; } } /* * Append @lp to @list. * Return the new list link. */ struct ulist * lnd_insque(struct lndstr *lp, struct emp_qelem *list) { struct ulist *mlp = malloc(sizeof(struct ulist)); mlp->unit.land = *lp; mlp->mobil = lp->lnd_mobil; emp_insque(&mlp->queue, list); return mlp; } void lnd_mar_stay_behind(struct emp_qelem *list, natid actor) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *llp; struct lndstr *lp, *ldr = NULL; char and_stays[32]; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; llp = (struct ulist *)qp; lp = &llp->unit.land; getland(lp->lnd_uid, lp); if (lp->lnd_own != actor) { mpr(actor, "%s was disbanded at %s\n", prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor)); emp_remque(&llp->queue); free(llp); continue; } snprintf(and_stays, sizeof(and_stays), " & stays in %s", xyas(lp->lnd_x, lp->lnd_y, actor)); if (!lnd_may_mar(lp, ldr, and_stays)) { lnd_mar_put_one(llp); continue; } if (!ldr) ldr = lp; if (lp->lnd_mobil + 1 < (int)llp->mobil) { llp->mobil = lp->lnd_mobil; } } } static void lnd_mar_put_one(struct ulist *llp) { if (llp->mobil < -127) llp->mobil = -127; llp->unit.land.lnd_mobil = llp->mobil; lnd_put_one(llp); } void lnd_mar_put(struct emp_qelem *list, natid actor) { struct emp_qelem *qp, *next; struct ulist *llp; struct lndstr *lp; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; llp = (struct ulist *)qp; lp = &llp->unit.land; mpr(actor, "%s stopped at %s\n", prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor)); lnd_mar_put_one(llp); } } void lnd_put(struct emp_qelem *list) { struct emp_qelem *qp, *next; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; lnd_put_one((struct ulist *)qp); } } void lnd_put_one(struct ulist *llp) { putland(llp->unit.land.lnd_uid, &llp->unit.land); emp_remque(&llp->queue); free(llp); } /* * Sweep landmines with engineers in @land_list for @actor. * All land units in @land_list must be in the same sector. * If @explicit is non-zero, this is for an explicit sweep command from * a player. Else it's an automatic "on the move" sweep. * If @takemob is non-zero, require and charge mobility. * Return non-zero when the land units should stop. */ int lnd_sweep(struct emp_qelem *land_list, int explicit, int takemob, natid actor) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *llp; struct sctstr sect; int mines, m, max, sshells, lshells; int stopping = 0, first = 1; llp = lnd_find_capable(land_list, L_ENGINEER); if (!llp) { if (explicit) mpr(actor, "No engineers!\n"); return 0; } getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §); if (!explicit && relations_with(sect.sct_oldown, actor) == ALLIED) return 0; if (SCT_MINES_ARE_SEAMINES(§)) { if (explicit) mpr(actor, "%s is a %s. No landmines there!\n", xyas(sect.sct_x, sect.sct_y, actor), dchr[sect.sct_type].d_name); return 0; } for (qp = land_list->q_back; qp != land_list; qp = next) { next = qp->q_back; llp = (struct ulist *)qp; if (!(lchr[llp->unit.land.lnd_type].l_flags & L_ENGINEER)) continue; if (takemob) { if (llp->mobil <= 0.0) { if (explicit) mpr(actor, "%s is out of mobility!\n", prland(&llp->unit.land)); continue; } 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->unit.land.lnd_uid, &llp->unit.land); getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §); if (!(mines = sect.sct_mines)) continue; max = lchr[llp->unit.land.lnd_type].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 * lchr[llp->unit.land.lnd_type].l_att)) { if (first) { mpr(actor, "Approaching minefield at %s...\n", xyas(sect.sct_x, sect.sct_y, actor)); first = 0; } mpr(actor, "Sweep...\n"); mines--; if (lshells < max) ++lshells; else if (sshells < ITEM_MAX) ++sshells; } } sect.sct_mines = mines; llp->unit.land.lnd_item[I_SHELL] = lshells; sect.sct_item[I_SHELL] = sshells; putland(llp->unit.land.lnd_uid, &llp->unit.land); putsect(§); stopping |= lnd_check_one_mines(llp, 1); } return stopping; } static int lnd_check_one_mines(struct ulist *llp, int with_eng) { struct sctstr sect; getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §); if (SCT_LANDMINES(§) == 0) return 0; if (relations_with(sect.sct_oldown, llp->unit.land.lnd_own) == ALLIED) return 0; if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) { lnd_hit_mine(&llp->unit.land); sect.sct_mines--; putsect(§); putland(llp->unit.land.lnd_uid, &llp->unit.land); if (!llp->unit.land.lnd_own) { emp_remque(&llp->queue); free(llp); } return 1; } return 0; } int lnd_check_mines(struct emp_qelem *land_list) { struct emp_qelem *qp; struct emp_qelem *next; int stopping = 0; int with_eng = !!lnd_find_capable(land_list, L_ENGINEER); for (qp = land_list->q_back; qp != land_list; qp = next) { next = qp->q_back; stopping |= lnd_check_one_mines((struct ulist *)qp, with_eng); } return stopping; } /* Return whether and why SP would be stuck in SECTP. */ enum lnd_stuck lnd_check_mar(struct lndstr *lp, struct sctstr *sectp) { if (dchr[sectp->sct_type].d_mob0 < 0) return LND_STUCK_IMPASSABLE; if (lnd_mobtype(lp) == MOB_RAIL && !SCT_HAS_RAIL(sectp)) return LND_STUCK_NO_RAIL; return LND_STUCK_NOT; } static int lnd_damage(struct emp_qelem *list, int totdam) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *llp; int dam; int count; if (!totdam || !(count = emp_quelen(list))) return 0; dam = ldround((double)totdam / count, 1); for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; llp = (struct ulist *)qp; /* land unit might have changed (launched SAMs, collateral dmg) */ 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); } } return dam; } static int lnd_easiest_target(struct emp_qelem *list) { struct emp_qelem *qp; struct emp_qelem *next; 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 ulist *)qp; hard = lnd_hardtarget(&llp->unit.land); if (hard < easiest) easiest = hard; /* things get worse for victim */ ++count; } return easiest - count; } static int lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy, natid victim) { int mindam = emp_quelen(list) * 20; int hardtarget = lnd_easiest_target(list); int dam, newdam, sublaunch; int stopping = 0; struct plist *plp; struct emp_qelem msl_list, *qp, *newqp; msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT); dam = 0; for (qp = msl_list.q_back; qp != &msl_list; qp = newqp) { newqp = qp->q_back; plp = (struct plist *)qp; if (dam < mindam && mission_pln_equip(plp, NULL, 'p') >= 0) { if (msl_launch(&plp->plane, EF_LAND, "troops", newx, newy, victim, &sublaunch) < 0) goto use_up_msl; stopping = 1; if (msl_hit(&plp->plane, hardtarget, EF_LAND, N_LND_MISS, N_LND_SMISS, sublaunch, victim)) { newdam = pln_damage(&plp->plane, 'p', ""); dam += newdam; } else { newdam = pln_damage(&plp->plane, 'p', NULL); collateral_damage(newx, newy, newdam); } use_up_msl: plp->plane.pln_effic = 0; putplane(plp->plane.pln_uid, &plp->plane); } emp_remque(qp); free(qp); } if (dam) { mpr(victim, "missile interdiction mission does %d damage!\n", dam); collateral_damage(newx, newy, dam); lnd_damage(list, dam); } return stopping; } #if 0 /* Steve M. - commented out for now until abuse is decided upon */ /* risner: allow forts to interdict land units. */ static int lnd_fort_interdiction(struct emp_qelem *list, coord newx, coord newy, natid victim) { struct nstr_sect ns; struct sctstr fsect; int trange, range; int dam; int stopping = 0; int totdam = 0; snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range); while (nxtsct(&ns, &fsect)) { if (fsect.sct_own == 0) continue; if (relations_with(fsect.sct_own, victim) >= NEUTRAL) continue; range = roundrange(fortrange(&fsect)); trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y); if (trange > range) continue; dam = fort_fire(&fsect); putsect(&fsect); if (dam < 0) continue; stopping = 1; totdam += dam; mpr(victim, "Incoming fire does %d damage!\n", dam); wu(0, fsect.sct_own, "%s fires at %s land units in %s for %d!\n", xyas(fsect.sct_x, fsect.sct_y, fsect.sct_own), cname(victim), xyas(newx, newy, fsect.sct_own), dam); nreport(fsect.sct_own, N_SCT_SHELL, victim, 1); } if (totdam > 0) lnd_damage(list, totdam); return stopping; } #endif static int lnd_mission_interdiction(struct emp_qelem *list, coord x, coord y, natid victim) { int dam; dam = unit_interdict(x, y, victim, "land units", lnd_easiest_target(list), MI_INTERDICT); if (dam >= 0) lnd_damage(list, dam); return dam >= 0; } int lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim) { int stopping = 0; #if 0 if (!opt_NO_FORT_FIRE) /* Steve M. - commented out for now until abuse is decided upon */ stopping |= lnd_fort_interdiction(list, newx, newy, victim); #endif stopping |= lnd_mission_interdiction(list, newx, newy, victim); stopping |= lnd_missile_interdiction(list, newx, newy, victim); return stopping; } /* high value of hardtarget is harder to hit */ int lnd_hardtarget(struct lndstr *lp) { struct sctstr sect; getsect(lp->lnd_x, lp->lnd_y, §); return (int)((lp->lnd_effic / 100.0) * (10 + dchr[sect.sct_type].d_dstr * 2 + lnd_spd(lp) / 2.0 - lnd_vis(lp))); } static int lnd_hit_mine(struct lndstr *lp) { int m; mpr(lp->lnd_own, "Blammo! Landmines detected in %s!\n", xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own)); nreport(lp->lnd_own, N_LHIT_MINE, 0, 1); m = MINE_LDAMAGE(); if (lchr[lp->lnd_type].l_flags & L_ENGINEER) m /= 2; landdamage(lp, m); return m; } double lnd_pathcost(struct lndstr *lp, double pathcost) { double effspd; effspd = lnd_spd(lp); if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY) effspd *= lp->lnd_effic * 0.01; /* * The return value must be PATHCOST times a factor that depends * only on the land unit. Anything else breaks path finding. In * particular, you can't add or enforce a minimum cost here. Do * it in sector_mcost(). */ return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech); } int lnd_mobtype(struct lndstr *lp) { return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN) ? MOB_RAIL : MOB_MARCH; } double lnd_mobcost(struct lndstr *lp, struct sctstr *sp) { return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp))); } /* * Ask user to confirm sector abandonment, if any. * All land units in @list must be in the same sector, owned by the * player, and not loaded onto anything. * If removing the land units in @list would abandon their sector, ask * the user to confirm. * Return zero when abandonment was declined, else non-zero. */ int lnd_abandon_askyn(struct emp_qelem *list) { struct ulist *llp; struct sctstr sect; int abandon; struct emp_qelem *qp; if (QEMPTY(list)) return 1; llp = (struct ulist *)list->q_back; getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, §); abandon = abandon_askyn(§, I_CIVIL, 0, llp); if (!check_sect_ok(§)) return 0; for (qp = list->q_back; qp != list; qp = qp->q_back) { if (!check_land_ok(&((struct ulist *)qp)->unit.land)) return 0; } return abandon; } int lnd_mar_dir(struct emp_qelem *list, int dir, natid actor) { struct sctstr sect, osect; struct emp_qelem *qp; struct emp_qelem *next; struct ulist *llp; coord dx; coord dy; coord newx; coord newy; int move; int rel; int oldown; if (CANT_HAPPEN(QEMPTY(list))) return 1; if (dir <= DIR_STOP || dir > DIR_LAST) { CANT_HAPPEN(dir != DIR_STOP); lnd_mar_put(list, actor); return 1; } dx = diroff[dir][0]; dy = diroff[dir][1]; llp = (struct ulist *)list->q_back; getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect); oldown = osect.sct_own; newx = xnorm(llp->unit.land.lnd_x + dx); newy = ynorm(llp->unit.land.lnd_y + dy); getsect(newx, newy, §); rel = sect.sct_own ? relations_with(sect.sct_own, actor) : ALLIED; move = 0; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; llp = (struct ulist *)qp; switch (lnd_check_mar(&llp->unit.land, §)) { case LND_STUCK_NOT: if (rel == ALLIED || (lchr[llp->unit.land.lnd_type].l_flags & L_SPY)) move = 1; break; case LND_STUCK_NO_RAIL: if (rel == ALLIED) mpr(actor, "no rail system in %s\n", xyas(newx, newy, actor)); else mpr(actor, "can't go to %s\n", xyas(newx, newy, actor)); return 1; default: CANT_REACH(); /* fall through */ case LND_STUCK_IMPASSABLE: mpr(actor, "can't go to %s\n", xyas(newx, newy, actor)); return 1; } } if (!move) { mpr(actor, "can't go to %s\n", xyas(newx, newy, actor)); return 1; } for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; llp = (struct ulist *)qp; if (rel != ALLIED && !(lchr[llp->unit.land.lnd_type].l_flags & L_SPY)) { mpr(actor, "%s can't go to %s & stays in %s\n", prland(&llp->unit.land), xyas(newx, newy, actor), xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor)); lnd_mar_put_one(llp); continue; } if (llp->mobil <= 0.0) { mpr(actor, "%s is out of mobility & stays in %s\n", prland(&llp->unit.land), xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor)); lnd_mar_put_one(llp); continue; } llp->unit.land.lnd_x = newx; llp->unit.land.lnd_y = newy; llp->mobil -= lnd_mobcost(&llp->unit.land, §); 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 == actor) { /* It was your sector, now it's not. Simple :) */ mpr(actor, "You no longer own %s\n", xyas(osect.sct_x, osect.sct_y, actor)); } if (rel != ALLIED) { /* must be a spy */ /* Always a 10% chance of getting caught. */ 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(actor), xyas(sect.sct_x, sect.sct_y, sect.sct_own)); setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE); } else if (rel <= HOSTILE) { wu(0, sect.sct_own, "%s spy shot in %s\n", cname(actor), xyas(sect.sct_x, sect.sct_y, sect.sct_own)); mpr(actor, "%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_put_one(llp); } } } } return QEMPTY(list); } int lnd_mar_gauntlet(struct emp_qelem *list, int interdict, natid actor) { struct ulist *mlp = (struct ulist *)list->q_back; coord newx, newy; int stopping, visible; struct emp_qelem *qp, *next; struct ulist *llp; if (CANT_HAPPEN(QEMPTY(list))) return 1; newx = mlp->unit.land.lnd_x; newy = mlp->unit.land.lnd_y; stopping = lnd_sweep(list, 0, 1, actor); if (QEMPTY(list)) return 1; stopping |= lnd_check_mines(list); if (QEMPTY(list)) return 1; visible = 0; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; llp = (struct ulist *)qp; if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY)) visible = 1; } if (visible && interdict) stopping |= lnd_interdict(list, newx, newy, actor); return stopping; } /* * Fire land unit support against @victim for @attacker, at @x,@y. * If @defending, this is defensive support, else offensive support. * Return total damage. */ int lnd_support(natid victim, natid attacker, coord x, coord y, int defending) { struct nstr_item ni; struct lndstr land; int dam, dam2; int dist; int range; dam = 0; snxtitem_all(&ni, EF_LAND); while (nxtitem(&ni, &land)) { if ((land.lnd_x == x) && (land.lnd_y == y)) continue; if (!feels_like_helping(land.lnd_own, attacker, victim)) continue; /* are we in range? */ dist = mapdist(land.lnd_x, land.lnd_y, x, y); range = roundrange(lnd_fire_range(&land)); if (dist > range) continue; dam2 = lnd_fire(&land); putland(land.lnd_uid, &land); if (dam2 < 0) continue; if (defending) nreport(land.lnd_own, N_FIRE_BACK, victim, 1); else nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1); if (pct_chance(lnd_acc(&land) - 1)) dam2 /= 2; dam += dam2; if (land.lnd_own != attacker) wu(0, land.lnd_own, "%s supported %s at %s\n", prland(&land), cname(attacker), xyas(x, y, land.lnd_own)); } return dam; } int lnd_can_attack(struct lndstr *lp) { struct lchrstr *lcp = &lchr[(int)lp->lnd_type]; if (lcp->l_flags & L_SUPPLY) return 0; return 1; } /* * Increase fortification value of @lp. * Fortification costs mobility. Use up to @mob mobility. * Return actual fortification increase. */ int lnd_fortify(struct lndstr *lp, int mob) { int hard_amt; double mob_used, mult; if (lp->lnd_ship >= 0 || lp->lnd_land >= 0) return 0; mob_used = MIN(lp->lnd_mobil, mob); if (mob_used < 0) return 0; mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own) ? 1.5 : 1.0; hard_amt = (int)(mob_used * mult); if (lp->lnd_harden + hard_amt > land_mob_max) { hard_amt = land_mob_max - lp->lnd_harden; mob_used = ceil(hard_amt / mult); } lp->lnd_mobil -= (int)mob_used; lp->lnd_harden += hard_amt; lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max); return hard_amt; } /* * Is there a engineer unit at @x,@y that can help nation @cn? */ static int has_helpful_engineer(coord x, coord y, natid cn) { struct nstr_item ni; struct lndstr land; snxtitem_xy(&ni, EF_LAND, x, y); while (nxtitem(&ni, &land)) { if (relations_with(land.lnd_own, cn) != ALLIED) continue; if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER) return 1; } return 0; } /* * Set @lp's tech to @tlev along with everything else that depends on it. */ void lnd_set_tech(struct lndstr *lp, int tlev) { struct lchrstr *lcp = lchr + lp->lnd_type; if (CANT_HAPPEN(tlev < lcp->l_tech)) tlev = lcp->l_tech; lp->lnd_tech = tlev; }