/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak, * Ken Stevens, Steve McClure * * This program 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 2 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * --- * * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the * related information and legal notices. It is expected that any 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 */ #include #include "misc.h" #include "player.h" #include "file.h" #include "var.h" #include "sect.h" #include "path.h" #include "news.h" #include "treaty.h" #include "nat.h" #include "xy.h" #include "land.h" #include "ship.h" #include "nsc.h" #include "mission.h" #include "plane.h" #include "combat.h" #include "damage.h" #include "optlist.h" #include "prototypes.h" extern int etu_per_update; int attack_val(int combat_mode, struct lndstr *lp) { extern double assault_penalty; int men; int value; struct lchrstr *lcp; if (((int)lp->lnd_effic) < LAND_MINEFF) { makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y); lp->lnd_own = 0; 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 = total_mil(lp); value = ldround(((double)men * (double)lp->lnd_att), 1); value = (int)((double)value * ((double)lp->lnd_effic / 100.0)); switch (combat_mode) { case A_ATTACK: return value; case A_ASSAULT: if (!(lcp->l_flags & L_MARINE)) return (int)(assault_penalty * value); break; case A_BOARD: if (!(lcp->l_flags & L_MARINE)) return (int)(assault_penalty * men); } return value; } int defense_val(struct lndstr *lp) { extern int land_mob_max; int men; double value; struct lchrstr *lcp; if (((int)lp->lnd_effic) < LAND_MINEFF) { makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y); lp->lnd_own = 0; putland(lp->lnd_uid, lp); return 0; } lcp = &lchr[(int)lp->lnd_type]; men = total_mil(lp); if (men < 0) men = 0; if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) && !(lcp->l_flags & L_MARINE)) return men; value = men * lp->lnd_def; value *= ((double)land_mob_max + lp->lnd_harden) / (double)land_mob_max; value = (int)((double)value * ((double)lp->lnd_effic / 100.0)); value = (int)ldround(value, 1); /* 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 (int)(value); } int total_mil(struct lndstr *lp) { struct lchrstr *lcp; double men; lcp = &lchr[(int)lp->lnd_type]; men = lnd_getmil(lp); /* men *= ((double)lp->lnd_effic)/100.0;*/ return ldround(men, 1); } void lnd_print(struct llist *llp, s_char *s) { if (llp->land.lnd_own == player->cnum) pr("%s %s\n", prland(&llp->land), s); else wu(0, llp->land.lnd_own, "%s %s\n", prland(&llp->land), s); } void lnd_delete(struct llist *llp, s_char *s) { if (s) lnd_print(llp, s); putland(llp->land.lnd_uid, &llp->land); emp_remque((struct emp_qelem *)llp); free((s_char *)llp); } int lnd_take_casualty(int combat_mode, struct llist *llp, int cas) /* attacking or assaulting or paratrooping? */ /* number of casualties to take */ { int eff_eq; int n; int biggest; int civs; int nowned; coord ret_x, ret_y; coord bx, by; struct sctstr sect; int ret_chance; s_char buf[1024]; int taken; int nowhere_to_go = 0; struct sctstr rsect; double mobcost; s_char orig; int mob; taken = lnd_getmil(&(llp->land)); /* Spies always die */ if (llp->lcp->l_flags & L_SPY) { eff_eq = 100; llp->land.lnd_effic = 0; } else { eff_eq = ldround((((double)cas * 100.0) / (double)llp->lcp->l_mil), 1); llp->land.lnd_effic -= eff_eq; lnd_submil(&(llp->land), cas); } if (llp->land.lnd_effic < LAND_MINEFF) { sprintf(buf, "dies %s %s!", combat_mode ? att_mode[combat_mode] : (s_char *) "defending", xyas(llp->land.lnd_x, llp->land.lnd_y, llp->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 - lnd_getmil(&(llp->land)); } if (llp->land.lnd_effic >= llp->land.lnd_retreat) return taken; /* we're being boarded */ if (llp->land.lnd_ship >= 0 && combat_mode == A_DEFEND) return taken; /* we're being boarded */ if (llp->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; 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) 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 * player->owner. Charge mob.. */ 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]; getsect(ret_x, ret_y, §); if (sect.sct_own != llp->land.lnd_own) continue; if (sect.sct_type == SCT_MOUNT) continue; ++nowned; civs = getvar(V_CIVIL, (s_char *)§, EF_SECTOR); if (civs > biggest) { biggest = civs; bx = sect.sct_x; by = sect.sct_y; } } if (!nowned) nowhere_to_go = 1; else { /* retreat to bx,by */ llp->land.lnd_x = bx; llp->land.lnd_y = by; getsect(bx, by, &rsect); mobcost = lnd_mobcost(&llp->land, &rsect, MOB_ROAD); mob = llp->land.lnd_mobil - (int)mobcost; if (mob < -127) mob = -127; orig = llp->land.lnd_mobil; llp->land.lnd_mobil = (s_char)mob; if (llp->land.lnd_mobil > orig) llp->land.lnd_mobil = (-127); sprintf(buf, "retreats at %d%% efficiency to %s!", llp->land.lnd_effic, xyas(bx, by, llp->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; else llp->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) lnd_delete(llp, "has nowhere to retreat, and dies!"); else lnd_print(llp, "has nowhere to retreat and takes extra losses!"); } return taken; } void lnd_takemob(struct emp_qelem *list, double loss) { extern double combat_mob; struct emp_qelem *qp, *next; struct llist *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; /* if (chance(loss)) use_supply(&llp->land); if (llp->land.lnd_mission == MI_RESERVE) new = llp->land.lnd_mobil - mcost/2; else */ new = llp->land.lnd_mobil - mcost; if (new < -127) new = -127; llp->land.lnd_mobil = (s_char)new; } } int lnd_getmil(struct lndstr *lp) { int vec[I_MAX + 1]; getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND); return vec[I_MILIT]; } void lnd_submil(struct lndstr *lp, int num) { int vec[I_MAX + 1]; getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND); vec[I_MILIT] -= num; if (vec[I_MILIT] < 0) vec[I_MILIT] = 0; putvec(VT_ITEM, vec, (s_char *)lp, EF_LAND); } int lnd_spyval(struct lndstr *lp) { if (lchr[(int)lp->lnd_type].l_flags & L_RECON) return (lp->lnd_spy * (lp->lnd_effic / 100.0)) + 2; else return (lp->lnd_spy * (lp->lnd_effic / 100.0)); } int intelligence_report(int destination, struct lndstr *lp, int spy, s_char *mess) { struct lchrstr *lcp; s_char buf1[80], buf2[80], buf3[80]; double estimate = 0.0; /* estimated defense value */ if (destination == 0) return 0; if (lp->lnd_own == 0) return 0; lcp = &lchr[(int)lp->lnd_type]; memset(buf1, 0, sizeof(buf1)); memset(buf2, 0, sizeof(buf2)); memset(buf3, 0, sizeof(buf3)); if (chance((double)(spy + lp->lnd_vis) / 10.0)) { if (destination == player->cnum) pr("%s %s", mess, prland(lp)); else sprintf(buf1, "%s %s", mess, prland(lp)); estimate = lnd_getmil(lp); if (chance((double)(spy + lp->lnd_vis) / 20.0)) { if (destination == player->cnum) pr(" (eff %d, mil %d", roundintby(lp->lnd_effic, 5), roundintby(lnd_getmil(lp), 10)); else sprintf(buf2, " (eff %d, mil %d", roundintby(lp->lnd_effic, 5), roundintby(lnd_getmil(lp), 10)); estimate = lnd_getmil(lp) * lp->lnd_effic / 100.0; if (chance((double)(spy + lp->lnd_vis) / 20.0)) { int t; t = lp->lnd_tech - 20 + roll(40); t = max(t, 0); if (destination == player->cnum) pr(", tech %d)\n", t); else sprintf(buf3, ", tech %d)\n", t); } else { if (destination == player->cnum) pr(")\n"); else sprintf(buf3, ")\n"); } } else { if (destination == player->cnum) pr("\n"); else sprintf(buf2, "\n"); } } if (destination != player->cnum) { wu(0, destination, "%s%s%s", buf1, buf2, buf3); } if (lp->lnd_ship < 0 || lcp->l_flags & L_MARINE) estimate *= lp->lnd_def; return (int)estimate; } /* Used by the spy command to count land units in a sector. If used for anything else, you may want to reconsider, because this doesn't always count spies. :) */ int count_sect_units(struct sctstr *sp) { int count = 0; struct nstr_item ni; struct lndstr land; snxtitem_all(&ni, EF_LAND); while (nxtitem(&ni, (s_char *)&land)) { if (!land.lnd_own) continue; if (land.lnd_x != sp->sct_x || land.lnd_y != sp->sct_y) continue; /* Don't always see spies */ if (lchr[(int)land.lnd_type].l_flags & L_SPY) { if (!(chance(LND_SPY_DETECT_CHANCE(land.lnd_effic)))) continue; } /* Got here, report it */ ++count; } return count; } void count_units(struct shpstr *sp) { struct nstr_item ni; struct lndstr land; int nland = 0; if (sp->shp_effic < SHIP_MINEFF) return; snxtitem_xy(&ni, EF_LAND, sp->shp_x, sp->shp_y); while (nxtitem(&ni, (s_char *)&land)) { if (land.lnd_own == 0) continue; if (land.lnd_ship == sp->shp_uid) nland++; } if (sp->shp_nland != nland) { sp->shp_nland = nland; putship(sp->shp_uid, sp); } } void lnd_count_units(struct lndstr *lp) { struct nstr_item ni; struct lndstr land; int nland = 0; if (lp->lnd_effic < LAND_MINEFF) return; snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y); while (nxtitem(&ni, (s_char *)&land)) { if (land.lnd_own == 0) continue; if (land.lnd_land == lp->lnd_uid) nland++; } if (lp->lnd_nland != nland) { lp->lnd_nland = nland; putland(lp->lnd_uid, lp); } } void lnd_sel(struct nstr_item *ni, struct emp_qelem *list) /* int wantflags; int nowantflags; */ { struct lndstr land; struct lchrstr *lcp; struct llist *llp; emp_initque(list); while (nxtitem(ni, (s_char *)&land)) { if (!player->owner) continue; if (opt_MARKET) { if (ontradingblock(EF_LAND, (int *)&land)) { pr("unit #%d inelligible - it's for sale.\n", land.lnd_uid); continue; } } lcp = &lchr[(int)land.lnd_type]; /* if (wantflags && (lcp->m_flags & wantflags) != wantflags) continue; if (nowantflags && lcp->m_flags & nowantflags) continue; */ /* This abuse is better fixed by building a unit with the normal negative mobility that everything else is built with */ /* Just so that the player can't build a bunch of land units, and them march them a few minutes later... */ /* if (opt_MOB_ACCESS) { if (land.lnd_effic < 11 && land.lnd_mobil < etu_per_update) { pr("Land unit #%d needs at least %d mob to march.\n", land.lnd_uid, etu_per_update); continue; } } */ land.lnd_mission = 0; land.lnd_rflags = 0; land.lnd_harden = 0; memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath)); putland(land.lnd_uid, &land); llp = (struct llist *)malloc(sizeof(struct llist)); llp->lcp = lcp; llp->land = land; llp->mobil = (double)land.lnd_mobil; emp_insque(&llp->queue, list); } } /* This function assumes that the list was created by lnd_sel */ void lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp, int *togetherp, natid actor) { struct emp_qelem *qp; struct emp_qelem *next; struct llist *llp; struct sctstr sect; struct lndstr land; coord allx; coord ally; int first = 1; s_char mess[128]; int rel; *minmobp = 9876.0; *maxmobp = -9876.0; *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); 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)); emp_remque((struct emp_qelem *)llp); free((s_char *)llp); continue; } if (land.lnd_ship >= 0) { lnd_mess("is on a ship", llp); continue; } if (land.lnd_land >= 0) { lnd_mess("is on a unit", llp); continue; } if (!getsect(land.lnd_x, land.lnd_y, §)) { 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) && lnd_getmil(&llp->land) == 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) && sect.sct_own) { sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own)); lnd_mess(mess, llp); continue; } if (first) { allx = land.lnd_x; ally = land.lnd_y; first = 0; } if (land.lnd_x != allx || land.lnd_y != ally) *togetherp = 0; if (land.lnd_mobil + 1 < (int)llp->mobil) { llp->mobil = (double)land.lnd_mobil; } if (llp->mobil < *minmobp) *minmobp = llp->mobil; if (llp->mobil > *maxmobp) *maxmobp = llp->mobil; llp->land = land; } } void lnd_put(struct emp_qelem *list, natid actor) { register struct emp_qelem *qp; register struct emp_qelem *newqp; struct llist *llp; qp = list->q_back; while (qp != list) { llp = (struct llist *)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)); if (llp->mobil < -127) llp->mobil = -127; llp->land.lnd_mobil = llp->mobil; } putland(llp->land.lnd_uid, &llp->land); newqp = qp->q_back; emp_remque(qp); free((s_char *)qp); qp = newqp; } } void lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob, natid actor) { struct emp_qelem *qp; struct emp_qelem *next; struct llist *llp; struct sctstr sect; int mines, m, max, sshells, lshells; double mobcost; 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)) { if (verbose) mpr(actor, "%s is not an engineer!\n", prland(&llp->land)); continue; } if (takemob && llp->mobil < 0.0) { if (verbose) lnd_mess("is out of mobility", llp); continue; } getsect(llp->land.lnd_x, llp->land.lnd_y, §); if (sect.sct_oldown == llp->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)); continue; } if (sect.sct_type == SCT_BSPAN) { if (verbose) mpr(actor, "%s is on a bridge. No mines there!\n", prland(&llp->land)); continue; } if (takemob) { /* mobcost = llp->land.lnd_effic * 0.01 * llp->lcp->l_spd;*/ mobcost = llp->land.lnd_spd; mobcost = 480.0 / (mobcost + techfact(llp->land.lnd_tech, mobcost)); llp->mobil -= mobcost; llp->land.lnd_mobil = (int)llp->mobil; } putland(llp->land.lnd_uid, &llp->land); if (!(mines = getvar(V_MINE, (s_char *)§, EF_SECTOR))) continue; max = vl_find(V_SHELL, llp->lcp->l_vtype, llp->lcp->l_vamt, (int)llp->lcp->l_nv); lshells = getvar(V_SHELL, (s_char *)&llp->land, EF_LAND); sshells = getvar(V_SHELL, (s_char *)§, EF_SECTOR); for (m = 0; mines > 0 && m < max * 2; m++) { if (chance(0.5 * llp->lcp->l_att)) { mpr(actor, "Sweep...\n"); mines--; if (lshells < max) ++lshells; else ++sshells; } } putvar(V_MINE, mines, (s_char *)§, EF_SECTOR); putvar(V_SHELL, lshells, (s_char *)&llp->land, EF_LAND); putvar(V_SHELL, sshells, (s_char *)§, EF_SECTOR); putland(llp->land.lnd_uid, &llp->land); putsect(§); } } static int contains_engineer(struct emp_qelem *list) { struct emp_qelem *qp; struct emp_qelem *next; struct llist *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) return 1; } return 0; } int lnd_check_mines(struct emp_qelem *land_list) { struct emp_qelem *qp; struct emp_qelem *next; struct llist *llp; struct sctstr sect; int mines; int stopping = 0; int has_engineers = 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, §); if (sect.sct_oldown == llp->land.lnd_own) continue; if (sect.sct_type == SCT_BSPAN) continue; if (!(mines = getvar(V_MINE, (s_char *)§, EF_SECTOR))) continue; if (chance(DMINE_LHITCHANCE(mines) / (1 + 2 * has_engineers))) { lnd_hit_mine(&llp->land, llp->lcp); mines--; putvar(V_MINE, mines, (s_char *)§, EF_SECTOR); putsect(§); putland(llp->land.lnd_uid, (s_char *)&llp->land); if (!llp->land.lnd_own) { stopping = 1; emp_remque(qp); free((s_char *)qp); } } } return stopping; } void lnd_list(struct emp_qelem *land_list) { struct emp_qelem *qp; struct emp_qelem *next; struct llist *llp; struct lndstr *lnd; int vec[I_MAX + 1]; 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; 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("%1c", lnd->lnd_army); pr("%4d%%", lnd->lnd_effic); getvec(VT_ITEM, vec, (s_char *)lnd, EF_LAND); pr("%4d", vec[I_SHELL]); pr("%4d", vec[I_GUN]); count_land_planes(lnd); pr("%3d", lnd->lnd_nxlight); pr("%4d", lnd->lnd_mobil); pr("%4d", lnd->lnd_tech); pr("%4d%%", lnd->lnd_retreat); pr("%5d\n", lnd->lnd_fuel); } } void lnd_mess(s_char *str, struct llist *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)); if (llp->mobil < -127) llp->mobil = -127; llp->land.lnd_mobil = llp->mobil; putland(llp->land.lnd_uid, &llp->land); emp_remque((struct emp_qelem *)llp); free((s_char *)llp); } static int lnd_count(struct emp_qelem *list) { struct emp_qelem *qp; struct emp_qelem *next; struct llist *llp; int count = 0; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; llp = (struct llist *)qp; ++count; } return count; } static int lnd_damage(struct emp_qelem *list, int totdam) { struct emp_qelem *qp; struct emp_qelem *next; struct llist *llp; int dam; int count; if (!totdam || !(count = lnd_count(list))) return 0; dam = ldround(((double)totdam / (double)count), 1); for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; llp = (struct llist *)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) { emp_remque(qp); free((s_char *)qp); } } return dam; } static int lnd_easiest_target(struct emp_qelem *list) { struct emp_qelem *qp; struct emp_qelem *next; struct llist *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); 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 dam; struct emp_qelem msl_list, *qp, *newqp; msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT); dam = msl_launch_mindam(&msl_list, newx, newy, lnd_easiest_target(list), EF_LAND, lnd_count(list) * 20, "troops", victim, MI_INTERDICT); if (dam) { mpr(victim, "missile interdiction mission does %d damage!\n", dam); collateral_damage(newx, newy, dam, 0); } qp = msl_list.q_forw; while (qp != msl_list.q_forw) { newqp = qp->q_forw; emp_remque(qp); free(qp); qp = newqp; } return dam; } #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) { extern int fort_max_interdiction_range; struct nstr_sect ns; struct sctstr fsect; int trange; double range, range2, guneff; int shell, gun; int dam; int totdam = 0; int i; snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range); while (nxtsct(&ns, &fsect)) { if (fsect.sct_own == 0) continue; if (fsect.sct_own == victim) continue; if (fsect.sct_type != SCT_FORTR) continue; if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL) continue; gun = getvar(V_GUN, (s_char *)&fsect, EF_SECTOR); if (gun < 1) continue; range = tfactfire(fsect.sct_own, (double)min(gun, 7)); if (fsect.sct_effic > 59) range++; range2 = roundrange(range); trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y); if (trange > range2) continue; if (getvar(V_MILIT, (s_char *)&fsect, EF_SECTOR) < 5) continue; shell = getvar(V_SHELL, (s_char *)&fsect, EF_SECTOR); if (shell < 1) shell += supply_commod(fsect.sct_own, fsect.sct_x, fsect.sct_y, I_SHELL, 1); if (shell < 1) continue; shell--; putvar(V_SHELL, shell, (s_char *)&fsect, EF_SECTOR); putsect(&fsect); if (gun > 7) gun = 7; guneff = landgun((int)fsect.sct_effic, gun); dam = (int)guneff; 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) return lnd_damage(list, totdam); return 0; } #endif 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_damage(list, unit_interdict(newx, newy, victim, "land units", lnd_easiest_target(list), MI_INTERDICT)); stopping |= lnd_damage(list, 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)(((double)lp->lnd_effic / 100.0) * (10 + dchr[sect.sct_type].d_dstr * 2 + (double)lp->lnd_spd / 2.0 - lp->lnd_vis)); } int lnd_hit_mine(struct lndstr *lp, struct lchrstr *lcp) { double m; mpr(lp->lnd_own, "Blammo! Landmines detected in %s! ", xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own)); nreport(lp->lnd_own, N_LHIT_MINE, 0, 1); m = roll(20) + 10; if (lcp->l_flags & L_ENGINEER) m /= 2.0; landdamage(lp, ldround(m, 1)); return (int)m; } double lnd_mobcost(struct lndstr *lp, struct sctstr *sp, int mobtype) { double mobcost; double smobcost; /* supply unit's speed depends on their eff, since that is their purpose */ if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY) mobcost = lp->lnd_effic * 0.01 * lp->lnd_spd; else mobcost = lp->lnd_spd; if (mobcost < 0.01) mobcost = 0.01; /* sector_mcost now takes 2 different arguments, a sector pointer, and whether or not to figure in the highway bonus, rail bonus or none. bridge heads, bridges and highways have built-in highways bonus because they are a 1, and this will discount that. */ smobcost = (double)sector_mcost(sp, mobtype); if (smobcost < 0.01) smobcost = 0.01; /* marching through 0 mobility conquered sectors takes lots of mobility, unless you are a train. Capturing railways is a good thing. */ if (sp->sct_own != sp->sct_oldown && sp->sct_mobil <= 0 && smobcost < LND_MINMOBCOST && mobtype != MOB_RAIL) smobcost = LND_MINMOBCOST; mobcost = smobcost * 5.0 * 480.0 / (mobcost + techfact(lp->lnd_tech, mobcost)); return mobcost; } int lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor, int together) { struct sctstr sect, osect; struct emp_qelem *qp; struct emp_qelem *qp2; struct emp_qelem *next; struct llist *llp; coord dx; coord dy; coord newx; coord newy; int stopping = 0; int visible = 0; int stop; s_char dp[80]; int rel; int oldown; if (dir <= DIR_STOP || dir >= DIR_VIEW) { lnd_put(list, actor); return 1; } dx = diroff[dir][0]; 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); oldown = osect.sct_own; newx = xnorm(llp->land.lnd_x + dx); newy = ynorm(llp->land.lnd_y + dy); getsect(newx, newy, §); 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) && sect.sct_own) || (sect.sct_type == SCT_WATER || sect.sct_type == SCT_SANCT || sect.sct_type == SCT_WASTE)) { if (together) { pr("can't go to %s\n", xyas(newx, newy, actor)); return 1; } else { sprintf(dp, "can't go to %s", xyas(newx, newy, actor)); lnd_mess(dp, llp); continue; } } if (!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY)) visible = 1; if (sect.sct_rail == 0 && lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) { if (together) { pr("no rail system in %s\n", xyas(newx, newy, actor)); return 1; } else { sprintf(dp, "has no rail system in %s", xyas(newx, newy, actor)); lnd_mess(dp, llp); continue; } } /* Note we check would_abandon first because we don't want to always have to do these checks */ if (would_abandon(&osect, V_CIVIL, 0, &(llp->land))) { stop = 0; if (!want_to_abandon(&osect, V_CIVIL, 0, &(llp->land))) { stop = 1; } /* now check stuff */ if (!check_sect_ok(§)) return 1; 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))) return 1; } if (stop) { lnd_mess("stops", llp); continue; } } if (llp->mobil <= 0.0) { lnd_mess("is out of mobility", llp); continue; } llp->land.lnd_x = newx; llp->land.lnd_y = newy; if (lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) { llp->mobil -= lnd_mobcost(&llp->land, §, MOB_RAIL); } else { llp->mobil -= lnd_mobcost(&llp->land, §, MOB_ROAD); } llp->land.lnd_mobil = (int)llp->mobil; putland(llp->land.lnd_uid, &llp->land); putsect(&osect); getsect(osect.sct_x, osect.sct_y, &osect); if (osect.sct_own != oldown && oldown == player->cnum) { /* It was your sector, now it's not. Simple :) */ pr("You no longer own %s\n", xyas(osect.sct_x, osect.sct_y, player->cnum)); } 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 (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); } 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); lnd_delete(llp, 0); } } } } if (QEMPTY(list)) return stopping; lnd_sweep(list, 0, 1, actor); stopping |= lnd_check_mines(list); if (QEMPTY(list)) return stopping; if (visible) stopping |= lnd_interdict(list, newx, newy, actor); return stopping; } /* * find all artillery units belonging * to the attacker or defender that can fire. * Each arty unit adds +1%/damage point * */ int lnd_support(natid victim, natid attacker, coord x, coord y) { struct nstr_item ni; struct lndstr land; int rel, rel2; double dam = 0.0; int dist; int shell; int gun; double range, range2; snxtitem_all(&ni, EF_LAND); while (nxtitem(&ni, (s_char *)&land)) { if (land.lnd_frg == 0) continue; if ((land.lnd_x == x) && (land.lnd_y == y)) continue; if (land.lnd_ship >= 0) continue; if (land.lnd_land >= 0) continue; if (land.lnd_mission > 0) continue; if (land.lnd_effic < LAND_MINFIREEFF) continue; /* Do we have mil? */ if (getvar(V_MILIT, (s_char *)&land, EF_LAND) <= 0) continue; rel = getrel(getnatp(land.lnd_own), attacker); rel2 = getrel(getnatp(land.lnd_own), victim); if ((land.lnd_own != attacker) && ((rel != ALLIED) || (rel2 != AT_WAR))) continue; /* do we have supplies? */ if (!has_supply(&land)) continue; /* are we in range? */ dist = mapdist(land.lnd_x, land.lnd_y, x, y); range = techfact((int)land.lnd_tech, (double)land.lnd_frg / 2.0); range2 = roundrange(range); if (dist > range2) continue; shell = getvar(V_SHELL, (s_char *)&land, EF_LAND); gun = getvar(V_GUN, (s_char *)&land, EF_LAND); if (shell == 0 || gun == 0) continue; use_supply(&land); nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1); if (roll(100) < land.lnd_acc) { dam += landunitgun(land.lnd_effic, land.lnd_dam, gun, land.lnd_ammo, shell) / 2; } else { dam += landunitgun(land.lnd_effic, land.lnd_dam, gun, land.lnd_ammo, shell); } 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 (int)dam; } s_char * lnd_path(int together, struct lndstr *lp, s_char *buf) { coord destx; coord desty; struct sctstr d_sect, sect; s_char *cp; double dummy; if (!sarg_xy(buf, &destx, &desty)) return 0; if (!together) { pr("Cannot go to a destination sector if not all starting in the same sector\n"); return 0; } if (!getsect(destx, desty, &d_sect)) { pr("%d,%d is not a sector\n", destx, desty); return 0; } getsect(lp->lnd_x, lp->lnd_y, §); if (lchr[(int)lp->lnd_type].l_flags & L_TRAIN) cp = (s_char *)BestLandPath(buf, §, &d_sect, &dummy, MOB_RAIL); else cp = (s_char *)BestLandPath(buf, §, &d_sect, &dummy, MOB_ROAD); if (!cp) { pr("No owned path from %s to %s!\n", xyas(lp->lnd_x, lp->lnd_y, player->cnum), xyas(d_sect.sct_x, d_sect.sct_y, player->cnum)); return 0; } pr("Using path '%s'\n", cp); return cp; } int lnd_can_attack(struct lndstr *lp) { struct lchrstr *lcp = &lchr[(int)lp->lnd_type]; /* if (lcp->l_flags & L_SUPPLY || lcp->l_flags & L_SECURITY || lcp->l_flags & L_FLAK || lcp->l_frg) return 0; */ if (lcp->l_flags & L_SUPPLY) return 0; return 1; } /* * Increase fortification value of LP. * Fortification costs mobility. Use up to HARD_AMT mobility. * Return actual fortification increase. */ int lnd_fortify (struct lndstr *lp, int hard_amt) { extern int land_mob_max; int mob_used; int eng; hard_amt = min(lp->lnd_mobil, hard_amt); if ((lp->lnd_harden + hard_amt) > land_mob_max) hard_amt = land_mob_max - lp->lnd_harden; eng = is_engineer(lp->lnd_x, lp->lnd_y); if (eng) hard_amt = ((float)hard_amt * 1.5); if ((lp->lnd_harden + hard_amt) > land_mob_max) hard_amt = land_mob_max - lp->lnd_harden; /* Ok, set the mobility used */ mob_used = hard_amt; /* Now, if an engineer helped, it's really only 2/3rds of that */ if (eng) mob_used = (int)((float)mob_used / 1.5); /* If we increased it, but not much, we gotta take at least 1 mob point. */ if (mob_used <= 0 && hard_amt > 0) mob_used = 1; lp->lnd_mobil -= mob_used; if (lp->lnd_mobil < 0) lp->lnd_mobil = 0; lp->lnd_harden += hard_amt; lp->lnd_harden = min(lp->lnd_harden, land_mob_max); return hard_amt; }