1443 lines
36 KiB
C
1443 lines
36 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program 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 2 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, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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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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*/
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#include <config.h>
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#include <math.h>
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#include "misc.h"
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#include "player.h"
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#include "file.h"
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#include "sect.h"
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#include "path.h"
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#include "news.h"
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#include "nat.h"
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#include "xy.h"
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#include "land.h"
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#include "ship.h"
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#include "nsc.h"
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#include "mission.h"
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#include "plane.h"
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#include "combat.h"
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#include "damage.h"
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#include "optlist.h"
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#include "prototypes.h"
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int
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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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int value;
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struct lchrstr *lcp;
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if (((int)lp->lnd_effic) < LAND_MINEFF) {
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makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
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lp->lnd_own = 0;
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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 = total_mil(lp);
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value = ldround(((double)men * (double)lp->lnd_att), 1);
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value = (int)((double)value * ((double)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 (int)(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 (int)(assault_penalty * men);
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}
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return value;
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}
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int
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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 (((int)lp->lnd_effic) < LAND_MINEFF) {
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makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
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lp->lnd_own = 0;
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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 = total_mil(lp);
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if (men < 0)
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men = 0;
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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 * lp->lnd_def;
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value *=
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((double)land_mob_max + lp->lnd_harden) / (double)land_mob_max;
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value = (int)((double)value * ((double)lp->lnd_effic / 100.0));
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value = (int)ldround(value, 1);
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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 (int)value;
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}
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int
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total_mil(struct lndstr *lp)
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{
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struct lchrstr *lcp;
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double men;
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lcp = &lchr[(int)lp->lnd_type];
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men = lnd_getmil(lp);
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/* men *= ((double)lp->lnd_effic)/100.0;*/
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return ldround(men, 1);
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}
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void
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lnd_print(struct llist *llp, char *s)
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{
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if (llp->land.lnd_own == player->cnum)
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pr("%s %s\n", prland(&llp->land), s);
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else
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wu(0, llp->land.lnd_own, "%s %s\n", prland(&llp->land), s);
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}
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void
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lnd_delete(struct llist *llp, char *s)
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{
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if (s)
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lnd_print(llp, s);
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putland(llp->land.lnd_uid, &llp->land);
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emp_remque((struct emp_qelem *)llp);
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free(llp);
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}
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int
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lnd_take_casualty(int combat_mode, struct llist *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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int nowned;
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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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struct sctstr rsect;
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double mobcost;
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s_char orig;
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int mob;
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taken = lnd_getmil(&llp->land);
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/* Spies always die */
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if (llp->lcp->l_flags & L_SPY) {
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eff_eq = 100;
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llp->land.lnd_effic = 0;
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} else {
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eff_eq =
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ldround((((double)cas * 100.0) / (double)llp->lcp->l_mil), 1);
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llp->land.lnd_effic -= eff_eq;
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lnd_submil(&llp->land, cas);
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}
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if (llp->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->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
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lnd_delete(llp, buf);
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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 - lnd_getmil(&llp->land);
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}
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if (llp->land.lnd_effic >= llp->land.lnd_retreat)
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return taken;
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/* we're being boarded */
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if (llp->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->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->land.lnd_retreat - llp->land.lnd_effic;
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if (roll(100) < ret_chance) {
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pr("\n");
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lnd_print(llp, "fails morale check!");
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llp->land.lnd_mission = 0;
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llp->land.lnd_harden = 0;
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if (llp->land.lnd_ship >= 0 || llp->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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* player->owner. Charge mob..
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*/
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biggest = -1;
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nowned = 0;
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for (n = 1; n <= 6; ++n) {
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ret_x = llp->land.lnd_x + diroff[n][0];
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ret_y = llp->land.lnd_y + diroff[n][1];
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getsect(ret_x, ret_y, §);
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if (sect.sct_own != llp->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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++nowned;
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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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}
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}
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if (!nowned)
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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->land.lnd_x = bx;
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llp->land.lnd_y = by;
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getsect(bx, by, &rsect);
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mobcost = lnd_mobcost(&llp->land, &rsect, MOB_ROAD);
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mob = llp->land.lnd_mobil - (int)mobcost;
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if (mob < -127)
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mob = -127;
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orig = llp->land.lnd_mobil;
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llp->land.lnd_mobil = (s_char)mob;
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if (llp->land.lnd_mobil > orig)
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llp->land.lnd_mobil = -127;
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sprintf(buf, "retreats at %d%% efficiency to %s!",
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llp->land.lnd_effic,
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xyas(bx, by, llp->land.lnd_own));
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lnd_delete(llp, buf);
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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->land.lnd_effic);
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if ((llp->land.lnd_mobil - (int)llp->mobil) < -127)
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llp->land.lnd_mobil = -127;
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else
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llp->land.lnd_mobil -= (int)llp->mobil;
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llp->mobil = 0.0;
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lnd_delete(llp, buf);
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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->land.lnd_effic -= 10;
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lnd_submil(&llp->land, llp->lcp->l_mil / 10);
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if (llp->land.lnd_effic < LAND_MINEFF)
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lnd_delete(llp, "has nowhere to retreat, and dies!");
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else
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lnd_print(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 llist *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 llist *)qp;
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/*
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if (chance(loss))
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use_supply(&llp->land);
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if (llp->land.lnd_mission == MI_RESERVE)
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new = llp->land.lnd_mobil - mcost/2;
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else
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*/
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new = llp->land.lnd_mobil - mcost;
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if (new < -127)
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new = -127;
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llp->land.lnd_mobil = (s_char)new;
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}
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}
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int
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lnd_getmil(struct lndstr *lp)
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{
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return lp->lnd_item[I_MILIT];
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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 lp->lnd_spy * (lp->lnd_effic / 100.0) + 2;
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else
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return lp->lnd_spy * (lp->lnd_effic / 100.0);
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}
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int
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intelligence_report(int destination, struct lndstr *lp, int spy,
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char *mess)
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{
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struct lchrstr *lcp;
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char buf1[80], buf2[80], buf3[80];
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double estimate = 0.0; /* estimated defense value */
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if (destination == 0)
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return 0;
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if (lp->lnd_own == 0)
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return 0;
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lcp = &lchr[(int)lp->lnd_type];
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memset(buf1, 0, sizeof(buf1));
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memset(buf2, 0, sizeof(buf2));
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memset(buf3, 0, sizeof(buf3));
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if (chance((double)(spy + lp->lnd_vis) / 10.0)) {
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if (destination == player->cnum)
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pr("%s %s", mess, prland(lp));
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else
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sprintf(buf1, "%s %s", mess, prland(lp));
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estimate = lnd_getmil(lp);
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if (chance((double)(spy + lp->lnd_vis) / 20.0)) {
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if (destination == player->cnum)
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pr(" (eff %d, mil %d", roundintby(lp->lnd_effic, 5),
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roundintby(lnd_getmil(lp), 10));
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else
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sprintf(buf2, " (eff %d, mil %d",
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roundintby(lp->lnd_effic, 5),
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roundintby(lnd_getmil(lp), 10));
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estimate = lnd_getmil(lp) * lp->lnd_effic / 100.0;
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if (chance((double)(spy + lp->lnd_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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if (destination == player->cnum)
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pr(", tech %d)\n", t);
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else
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sprintf(buf3, ", tech %d)\n", t);
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} else {
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if (destination == player->cnum)
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pr(")\n");
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else
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sprintf(buf3, ")\n");
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}
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} else {
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if (destination == player->cnum)
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pr("\n");
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else
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sprintf(buf2, "\n");
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}
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}
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if (destination != player->cnum) {
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wu(0, destination, "%s%s%s", buf1, buf2, buf3);
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}
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if (lp->lnd_ship < 0 || lcp->l_flags & L_MARINE)
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estimate *= lp->lnd_def;
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return (int)estimate;
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}
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/* Used by the spy command to count land units in a sector. If used
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for anything else, you may want to reconsider, because this doesn't
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always count spies. :) */
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int
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count_sect_units(struct sctstr *sp)
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{
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int count = 0;
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struct nstr_item ni;
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struct lndstr land;
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snxtitem_all(&ni, EF_LAND);
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while (nxtitem(&ni, &land)) {
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if (!land.lnd_own)
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continue;
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if (land.lnd_x != sp->sct_x || land.lnd_y != sp->sct_y)
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continue;
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/* Don't always see spies */
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if (lchr[(int)land.lnd_type].l_flags & L_SPY) {
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if (!(chance(LND_SPY_DETECT_CHANCE(land.lnd_effic))))
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continue;
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}
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/* Got here, report it */
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++count;
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}
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return count;
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}
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void
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count_units(struct shpstr *sp)
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{
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struct nstr_item ni;
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struct lndstr land;
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int nland = 0;
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if (sp->shp_effic < SHIP_MINEFF)
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return;
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snxtitem_xy(&ni, EF_LAND, sp->shp_x, sp->shp_y);
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while (nxtitem(&ni, &land)) {
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if (land.lnd_own == 0)
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continue;
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if (land.lnd_ship == sp->shp_uid)
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nland++;
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}
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if (sp->shp_nland != nland) {
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sp->shp_nland = nland;
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putship(sp->shp_uid, sp);
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}
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}
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void
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lnd_count_units(struct lndstr *lp)
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{
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struct nstr_item ni;
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struct lndstr land;
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int nland = 0;
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if (lp->lnd_effic < LAND_MINEFF)
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return;
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snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
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while (nxtitem(&ni, &land)) {
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if (land.lnd_own == 0)
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continue;
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if (land.lnd_land == lp->lnd_uid)
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nland++;
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}
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if (lp->lnd_nland != nland) {
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lp->lnd_nland = nland;
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putland(lp->lnd_uid, lp);
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}
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}
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|
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void
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lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
|
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|
|
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/* int wantflags;
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int nowantflags;
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*/
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{
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struct lndstr land;
|
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struct lchrstr *lcp;
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struct llist *llp;
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|
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emp_initque(list);
|
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while (nxtitem(ni, &land)) {
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if (!player->owner)
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continue;
|
|
if (opt_MARKET) {
|
|
if (ontradingblock(EF_LAND, &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 = 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;
|
|
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(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)
|
|
{
|
|
struct emp_qelem *qp;
|
|
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(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;
|
|
llp->land.lnd_harden = 0;
|
|
}
|
|
putland(llp->land.lnd_uid, &llp->land);
|
|
if (!(mines = sect.sct_mines))
|
|
continue;
|
|
max = llp->lcp->l_item[I_SHELL];
|
|
lshells = llp->land.lnd_item[I_SHELL];
|
|
sshells = sect.sct_item[I_SHELL];
|
|
for (m = 0; mines > 0 && m < max * 2; m++) {
|
|
if (chance(0.5 * llp->lcp->l_att)) {
|
|
mpr(actor, "Sweep...\n");
|
|
mines--;
|
|
if (lshells < max)
|
|
++lshells;
|
|
else if (sshells < ITEM_MAX)
|
|
++sshells;
|
|
}
|
|
}
|
|
sect.sct_mines = mines;
|
|
llp->land.lnd_item[I_SHELL] = lshells;
|
|
sect.sct_item[I_SHELL] = sshells;
|
|
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 stopping = 0;
|
|
int with_eng = contains_engineer(land_list);
|
|
|
|
for (qp = land_list->q_back; qp != land_list; qp = next) {
|
|
next = qp->q_back;
|
|
llp = (struct llist *)qp;
|
|
getsect(llp->land.lnd_x, llp->land.lnd_y, §);
|
|
if (sect.sct_oldown == llp->land.lnd_own)
|
|
continue;
|
|
if (sect.sct_type == SCT_BSPAN)
|
|
continue;
|
|
if (!sect.sct_mines)
|
|
continue;
|
|
if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
|
|
lnd_hit_mine(&llp->land, llp->lcp);
|
|
sect.sct_mines--;
|
|
putsect(§);
|
|
putland(llp->land.lnd_uid, &llp->land);
|
|
if (!llp->land.lnd_own) {
|
|
stopping = 1;
|
|
emp_remque(qp);
|
|
free(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;
|
|
|
|
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("%c", lnd->lnd_army);
|
|
pr("%4d%%", lnd->lnd_effic);
|
|
pr("%4d", lnd->lnd_item[I_SHELL]);
|
|
pr("%4d", lnd->lnd_item[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(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(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(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)
|
|
{
|
|
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 = fsect.sct_item[I_GUN];
|
|
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 (fsect.sct_item[I_MILIT] < 5)
|
|
continue;
|
|
shell = fsect.sct_item[I_SHELL];
|
|
if (shell < 1)
|
|
shell += supply_commod(fsect.sct_own,
|
|
fsect.sct_x, fsect.sct_y, I_SHELL, 1);
|
|
if (shell < 1)
|
|
continue;
|
|
shell--;
|
|
fsect.sct_item[I_SHELL] = shell;
|
|
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 = MINE_LDAMAGE();
|
|
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;
|
|
struct emp_qelem cur, done;
|
|
coord dx;
|
|
coord dy;
|
|
coord newx;
|
|
coord newy;
|
|
int stopping = 0;
|
|
int visible;
|
|
int stop;
|
|
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 (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, I_CIVIL, 0, &llp->land)) {
|
|
stop = 0;
|
|
if (!want_to_abandon(&osect, I_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;
|
|
llp->land.lnd_harden = 0;
|
|
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;
|
|
|
|
/* interdict land units sector by sector */
|
|
emp_initque(&cur);
|
|
emp_initque(&done);
|
|
while (!QEMPTY(list)) {
|
|
llp = (struct llist *)list->q_back;
|
|
newx = llp->land.lnd_x;
|
|
newy = llp->land.lnd_y;
|
|
/* move units in NEWX,NEWY to cur */
|
|
visible = 0;
|
|
for (qp = list->q_back; qp != list; qp = next) {
|
|
next = qp->q_back;
|
|
llp = (struct llist *)qp;
|
|
if (llp->land.lnd_x == newx && llp->land.lnd_y == newy) {
|
|
emp_remque(qp);
|
|
emp_insque(qp, &cur);
|
|
if (!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY))
|
|
visible = 1;
|
|
}
|
|
}
|
|
/* interdict them */
|
|
if (visible)
|
|
stopping |= lnd_interdict(&cur, newx, newy, actor);
|
|
/* move survivors to done */
|
|
for (qp = cur.q_back; qp != &cur; qp = next) {
|
|
next = qp->q_back;
|
|
llp = (struct llist *)qp;
|
|
emp_remque(qp);
|
|
emp_insque(qp, &done);
|
|
}
|
|
}
|
|
/* assign surviving land units back to list */
|
|
emp_insque(list, &done);
|
|
emp_remque(&done);
|
|
|
|
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, int defending)
|
|
{
|
|
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, &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 (land.lnd_item[I_MILIT] <= 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 = land.lnd_item[I_SHELL];
|
|
gun = land.lnd_item[I_GUN];
|
|
|
|
if (shell == 0 || gun == 0)
|
|
continue;
|
|
|
|
use_supply(&land);
|
|
if (defending)
|
|
nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
|
|
else
|
|
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;
|
|
}
|
|
|
|
char *
|
|
lnd_path(int together, struct lndstr *lp, char *buf)
|
|
{
|
|
coord destx;
|
|
coord desty;
|
|
struct sctstr d_sect, sect;
|
|
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 = BestLandPath(buf, §, &d_sect, &dummy, MOB_RAIL);
|
|
else
|
|
cp = 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)
|
|
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)
|
|
{
|
|
int mob_used;
|
|
int eng;
|
|
|
|
if ((lp->lnd_ship >= 0) || lp->lnd_land >= 0)
|
|
return 0;
|
|
|
|
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 = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own);
|
|
|
|
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;
|
|
}
|
|
|
|
/*
|
|
* 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;
|
|
int tech_diff = tlev - lcp->l_tech;
|
|
|
|
if (CANT_HAPPEN(tech_diff < 0)) {
|
|
tlev -= tech_diff;
|
|
tech_diff = 0;
|
|
}
|
|
|
|
lp->lnd_tech = tlev;
|
|
lp->lnd_att = (float)LND_ATTDEF(lcp->l_att, tech_diff);
|
|
lp->lnd_def = (float)LND_ATTDEF(lcp->l_def, tech_diff);
|
|
lp->lnd_vul = (int)LND_VUL(lcp->l_vul, tech_diff);
|
|
lp->lnd_spd = (int)LND_SPD(lcp->l_spd, tech_diff);
|
|
lp->lnd_vis = (int)LND_VIS(lcp->l_vis, tech_diff);
|
|
lp->lnd_spy = (int)LND_SPY(lcp->l_spy, tech_diff);
|
|
lp->lnd_rad = (int)LND_RAD(lcp->l_rad, tech_diff);
|
|
lp->lnd_frg = (int)LND_FRG(lcp->l_frg, tech_diff);
|
|
lp->lnd_acc = (int)LND_ACC(lcp->l_acc, tech_diff);
|
|
lp->lnd_dam = (int)LND_DAM(lcp->l_dam, tech_diff);
|
|
lp->lnd_ammo = (int)LND_AMM(lcp->l_ammo, lcp->l_dam, tech_diff);
|
|
lp->lnd_aaf = (int)LND_AAF(lcp->l_aaf, tech_diff);
|
|
lp->lnd_fuelc = (int)LND_FC(lcp->l_fuelc, tech_diff);
|
|
lp->lnd_fuelu = (int)LND_FU(lcp->l_fuelu, tech_diff);
|
|
lp->lnd_maxlight = (int)LND_XPL(lcp->l_nxlight, tech_diff);
|
|
lp->lnd_maxland = (int)LND_MXL(lcp->l_nland, tech_diff);
|
|
}
|