Several headers define macros that use ef_ptr() without including "file.h". Fix that. Drop redundant inclusions elsewhere. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
1263 lines
31 KiB
C
1263 lines
31 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* lndsub.c: Land unit subroutines
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*
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* Known contributors to this file:
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* Ken Stevens, 1995
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* Steve McClure, 1998-2000
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* Markus Armbruster, 2004-2016
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*/
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#include <config.h>
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#include <math.h>
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#include <stdlib.h>
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#include "chance.h"
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#include "combat.h"
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#include "damage.h"
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#include "empobj.h"
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#include "misc.h"
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#include "mission.h"
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#include "news.h"
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#include "nsc.h"
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#include "optlist.h"
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#include "path.h"
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#include "player.h"
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#include "prototypes.h"
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#include "unit.h"
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#include "xy.h"
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static void lnd_mar_put_one(struct ulist *);
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static int lnd_check_one_mines(struct ulist *, int);
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static int lnd_hit_mine(struct lndstr *);
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static int has_helpful_engineer(coord, coord, natid);
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static struct ulist *
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lnd_find_capable(struct emp_qelem *list, int flags)
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{
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struct emp_qelem *qp;
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struct ulist *llp;
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for (qp = list->q_back; qp != list; qp = qp->q_back) {
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llp = (struct ulist *)qp;
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if (lchr[llp->unit.land.lnd_type].l_flags & flags)
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return llp;
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}
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return NULL;
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}
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double
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attack_val(int combat_mode, struct lndstr *lp)
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{
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int men;
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double value;
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struct lchrstr *lcp;
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if (lp->lnd_effic < LAND_MINEFF) {
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putland(lp->lnd_uid, lp);
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return 0;
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}
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lcp = &lchr[(int)lp->lnd_type];
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/* Spies always count as 1 during assaults. If they are the only ones
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in the assault, they get to sneak on anyway. */
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if (lcp->l_flags & L_SPY && combat_mode == A_ASSAULT)
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return 1;
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men = lp->lnd_item[I_MILIT];
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value = men * lnd_att(lp) * lp->lnd_effic / 100.0;
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switch (combat_mode) {
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case A_ATTACK:
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return value;
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case A_ASSAULT:
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if (!(lcp->l_flags & L_MARINE))
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return assault_penalty * value;
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break;
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case A_BOARD:
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if (!(lcp->l_flags & L_MARINE))
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return assault_penalty * men;
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}
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return value;
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}
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double
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defense_val(struct lndstr *lp)
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{
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int men;
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double value;
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struct lchrstr *lcp;
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if (lp->lnd_effic < LAND_MINEFF) {
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putland(lp->lnd_uid, lp);
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return 0;
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}
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lcp = &lchr[(int)lp->lnd_type];
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men = lp->lnd_item[I_MILIT];
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if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
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!(lcp->l_flags & L_MARINE))
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return men;
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value = men * lnd_def(lp) * lp->lnd_effic / 100.0;
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value *= ((double)land_mob_max + lp->lnd_harden) / land_mob_max;
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/* If there are military on the unit, you get at least a 1
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man defensive unit, except for spies */
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if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY))
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return 1;
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return value;
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}
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int
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lnd_reaction_range(struct lndstr *lp)
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{
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struct sctstr sect;
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getsect(lp->lnd_x, lp->lnd_y, §);
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if (sect.sct_type == SCT_HEADQ && sect.sct_effic >= 60)
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return lchr[lp->lnd_type].l_rad + 1;
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return lchr[lp->lnd_type].l_rad;
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}
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void
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lnd_print(natid actor, struct ulist *llp, char *s)
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{
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if (actor == player->cnum)
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pr("%s %s\n", prland(&llp->unit.land), s);
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else
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wu(0, actor, "%s %s\n", prland(&llp->unit.land), s);
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}
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int
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lnd_take_casualty(int combat_mode, struct ulist *llp, int cas)
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/* attacking or assaulting or paratrooping? */
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/* number of casualties to take */
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{
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int eff_eq;
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int n;
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int biggest;
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int civs;
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coord ret_x, ret_y;
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coord bx, by;
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struct sctstr sect;
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int ret_chance;
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char buf[1024];
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int taken;
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int nowhere_to_go = 0;
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double mobcost, bmcost;
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signed char orig;
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int mob;
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taken = llp->unit.land.lnd_item[I_MILIT];
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/* Spies always die */
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if (lchr[llp->unit.land.lnd_type].l_flags & L_SPY)
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llp->unit.land.lnd_effic = 0;
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else {
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eff_eq = ldround(cas * 100.0 /
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lchr[llp->unit.land.lnd_type].l_item[I_MILIT], 1);
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llp->unit.land.lnd_effic -= eff_eq;
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lnd_submil(&llp->unit.land, cas);
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}
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if (llp->unit.land.lnd_effic < LAND_MINEFF) {
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sprintf(buf, "dies %s %s!",
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combat_mode ? att_mode[combat_mode] : "defending",
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xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
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llp->unit.land.lnd_own));
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lnd_print(llp->unit.land.lnd_own, llp, buf);
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lnd_put_one(llp);
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/* Since we killed the unit, we killed all the mil on it */
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return taken;
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} else {
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/* Ok, now, how many did we take off? (sould be the diff) */
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taken = taken - llp->unit.land.lnd_item[I_MILIT];
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}
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if (llp->unit.land.lnd_effic >= llp->unit.land.lnd_retreat)
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return taken;
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/* we're being boarded */
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if (llp->unit.land.lnd_ship >= 0 && combat_mode == A_DEFEND)
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return taken;
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/* we're being boarded */
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if (llp->unit.land.lnd_land >= 0 && combat_mode == A_DEFEND)
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return taken;
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/* Have to make a retreat check */
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ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
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if (pct_chance(ret_chance)) {
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pr("\n");
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lnd_print(llp->unit.land.lnd_own, llp, "fails morale check!");
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llp->unit.land.lnd_mission = 0;
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llp->unit.land.lnd_harden = 0;
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if (llp->unit.land.lnd_ship >= 0 || llp->unit.land.lnd_land >= 0)
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nowhere_to_go = 1;
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else if (combat_mode == A_DEFEND) {
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/*
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* defending unit.. find a place to send it
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* strategy: look for the most-populated
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* adjacent sector that is owned by the unit
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* owner. Charge mob..
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*/
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biggest = -1;
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for (n = 1; n <= 6; ++n) {
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ret_x = llp->unit.land.lnd_x + diroff[n][0];
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ret_y = llp->unit.land.lnd_y + diroff[n][1];
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getsect(ret_x, ret_y, §);
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if (sect.sct_own != llp->unit.land.lnd_own)
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continue;
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if (sect.sct_type == SCT_MOUNT)
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continue;
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mobcost = lnd_mobcost(&llp->unit.land, §);
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if (mobcost < 0)
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continue;
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civs = sect.sct_item[I_CIVIL];
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if (civs > biggest) {
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biggest = civs;
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bx = sect.sct_x;
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by = sect.sct_y;
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bmcost = mobcost;
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}
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}
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if (biggest < 0)
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nowhere_to_go = 1;
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else {
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/* retreat to bx,by */
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llp->unit.land.lnd_x = bx;
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llp->unit.land.lnd_y = by;
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/* FIXME landmines */
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mob = llp->unit.land.lnd_mobil - (int)bmcost;
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if (mob < -127)
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mob = -127;
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orig = llp->unit.land.lnd_mobil;
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llp->unit.land.lnd_mobil = (signed char)mob;
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if (llp->unit.land.lnd_mobil > orig)
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llp->unit.land.lnd_mobil = -127;
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sprintf(buf, "retreats at %d%% efficiency to %s!",
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llp->unit.land.lnd_effic,
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xyas(bx, by, llp->unit.land.lnd_own));
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lnd_print(llp->unit.land.lnd_own, llp, buf);
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lnd_put_one(llp);
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}
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} else { /* attacking from a sector */
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sprintf(buf, "leaves the battlefield at %d%% efficiency",
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llp->unit.land.lnd_effic);
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if ((llp->unit.land.lnd_mobil - (int)llp->mobil) < -127)
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llp->unit.land.lnd_mobil = -127;
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else
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llp->unit.land.lnd_mobil -= (int)llp->mobil;
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llp->mobil = 0.0;
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lnd_print(llp->unit.land.lnd_own, llp, buf);
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lnd_put_one(llp);
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}
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}
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if (nowhere_to_go) {
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/* nowhere to go.. take more casualties */
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llp->unit.land.lnd_effic -= 10;
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lnd_submil(&llp->unit.land,
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lchr[llp->unit.land.lnd_type].l_item[I_MILIT] / 10);
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if (llp->unit.land.lnd_effic < LAND_MINEFF) {
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lnd_print(llp->unit.land.lnd_own, llp,
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"has nowhere to retreat, and dies!");
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lnd_put_one(llp);
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} else
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lnd_print(llp->unit.land.lnd_own, llp,
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"has nowhere to retreat and takes extra losses!");
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}
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return taken;
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}
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void
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lnd_takemob(struct emp_qelem *list, double loss)
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{
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struct emp_qelem *qp, *next;
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struct ulist *llp;
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int new;
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int mcost = ldround(combat_mob * loss, 1);
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for (qp = list->q_forw; qp != list; qp = next) {
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next = qp->q_forw;
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llp = (struct ulist *)qp;
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#if 0
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if (chance(loss))
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use_supply(&llp->unit.land);
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#endif
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new = llp->unit.land.lnd_mobil - mcost;
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if (new < -127)
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new = -127;
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llp->unit.land.lnd_mobil = (signed char)new;
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}
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}
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void
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lnd_submil(struct lndstr *lp, int num)
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{
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int new = lp->lnd_item[I_MILIT] - num;
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lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
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}
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int
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lnd_spyval(struct lndstr *lp)
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{
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if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
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return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0) + 2;
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else
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return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0);
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}
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void
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intelligence_report(natid destination, struct lndstr *lp, int spy,
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char *mess)
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{
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int vis = lnd_vis(lp);
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char buf1[80], buf2[80], buf3[80];
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if (!destination || !lp->lnd_own)
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return;
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if (chance((spy + vis) / 10.0)) {
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sprintf(buf1, "%s %s", mess, prland(lp));
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if (chance((spy + vis) / 20.0)) {
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sprintf(buf2, " (eff %d, mil %d",
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roundintby(lp->lnd_effic, 5),
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roundintby(lp->lnd_item[I_MILIT], 10));
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if (chance((spy + vis) / 20.0)) {
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int t;
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t = lp->lnd_tech - 20 + roll(40);
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t = MAX(t, 0);
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sprintf(buf3, ", tech %d)", t);
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} else {
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sprintf(buf3, ")");
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}
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} else {
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buf2[0] = buf3[0] = 0;
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}
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if (destination == player->cnum)
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pr("%s%s%s", buf1, buf2, buf3);
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else
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wu(0, destination, "%s%s%s\n", buf1, buf2, buf3);
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}
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}
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int
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lnd_may_mar(struct lndstr *lp, struct lndstr *ldr, char *suffix)
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{
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struct sctstr sect;
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int mobtype;
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if (!lp->lnd_own || !getsect(lp->lnd_x, lp->lnd_y, §)) {
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CANT_REACH();
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return 0;
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}
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if (opt_MARKET && ontradingblock(EF_LAND, lp)) {
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mpr(lp->lnd_own, "%s is on the trading block%s\n",
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prland(lp), suffix);
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return 0;
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}
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if (lp->lnd_ship >= 0) {
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mpr(lp->lnd_own, "%s is on a ship%s\n", prland(lp), suffix);
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return 0;
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}
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if (lp->lnd_land >= 0) {
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mpr(lp->lnd_own, "%s is on a unit%s\n", prland(lp), suffix);
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return 0;
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}
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if (!(lchr[lp->lnd_type].l_flags & L_SPY) &&
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!(lchr[lp->lnd_type].l_flags & L_TRAIN) &&
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lp->lnd_item[I_MILIT] == 0) {
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mpr(lp->lnd_own, "%s has no mil on it to guide it%s\n",
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prland(lp), suffix);
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return 0;
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}
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switch (lnd_check_mar(lp, §)) {
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case LND_STUCK_NOT:
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break;
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case LND_STUCK_NO_RAIL:
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mpr(lp->lnd_own, "%s is stuck off the rail system%s\n",
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prland(lp), suffix);
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return 0;
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default:
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CANT_REACH();
|
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/* fall through */
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case LND_STUCK_IMPASSABLE:
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mpr(lp->lnd_own, "%s is stuck%s\n", prland(lp), suffix);
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return 0;
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}
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|
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if (relations_with(sect.sct_own, lp->lnd_own) != ALLIED &&
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!(lchr[lp->lnd_type].l_flags & L_SPY) &&
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sect.sct_own) {
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mpr(lp->lnd_own, "%s has been kidnapped by %s%s\n",
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prland(lp), cname(sect.sct_own), suffix);
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return 0;
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}
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|
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if (ldr && (lp->lnd_x != ldr->lnd_x || lp->lnd_y != ldr->lnd_y)) {
|
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mpr(lp->lnd_own, "%s is not with the leader%s\n",
|
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prland(lp), suffix);
|
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return 0;
|
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}
|
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|
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/*
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* The marching code gets confused when trains and non-trains
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* march together. Disallow for now.
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|
*/
|
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mobtype = lnd_mobtype(lp);
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if (!ldr || mobtype == lnd_mobtype(ldr))
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;
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else if (mobtype == MOB_RAIL) {
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mpr(lp->lnd_own,
|
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"%s is a train and can't march with the leader%s\n",
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prland(lp), suffix);
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return 0;
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} else {
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mpr(lp->lnd_own, "%s can't rail-march with the leading train%s\n",
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prland(lp), suffix);
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return 0;
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}
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return 1;
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}
|
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|
|
void
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|
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)) {
|
|
/*
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|
* It would be nice to let deities march foreign land units,
|
|
* but much of the code assumes that only the land unit's
|
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* owner can march it.
|
|
*/
|
|
if (!land.lnd_own || land.lnd_own != player->cnum)
|
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continue;
|
|
if (!lnd_may_mar(&land, ldr, ""))
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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;
|
|
}
|