empserver/src/lib/subs/lndsub.c
Markus Armbruster e42053d928 Break inclusion cycle: prototypes.h and commands.h included each
other.  Ensure headers in include/ can be included in any order
(except for econfig-spec.h, which is special).  New header types.h to
help avoid inclusion cycles.  Sort include directives.  Remove some
superflous includes.
2006-07-10 06:37:23 +00:00

1374 lines
34 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* lndsub.c: Land unit subroutines
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1998-2000
* Markus Armbruster, 2004-2006
*/
#include <config.h>
#include <math.h>
#include <stdlib.h>
#include "combat.h"
#include "damage.h"
#include "file.h"
#include "land.h"
#include "misc.h"
#include "mission.h"
#include "nat.h"
#include "news.h"
#include "nsc.h"
#include "optlist.h"
#include "path.h"
#include "plane.h"
#include "player.h"
#include "prototypes.h"
#include "sect.h"
#include "ship.h"
#include "xy.h"
static void lnd_mess(char *, struct llist *);
static int lnd_hit_mine(struct lndstr *, struct lchrstr *);
double
attack_val(int combat_mode, struct lndstr *lp)
{
int men;
double value;
struct lchrstr *lcp;
if (lp->lnd_effic < LAND_MINEFF) {
putland(lp->lnd_uid, lp);
return 0;
}
lcp = &lchr[(int)lp->lnd_type];
/* Spies always count as 1 during assaults. If they are the only ones
in the assault, they get to sneak on anyway. */
if (lcp->l_flags & L_SPY && combat_mode == A_ASSAULT)
return 1;
men = lp->lnd_item[I_MILIT];
value = men * lp->lnd_att * lp->lnd_effic / 100.0;
switch (combat_mode) {
case A_ATTACK:
return value;
case A_ASSAULT:
if (!(lcp->l_flags & L_MARINE))
return assault_penalty * value;
break;
case A_BOARD:
if (!(lcp->l_flags & L_MARINE))
return assault_penalty * men;
}
return value;
}
double
defense_val(struct lndstr *lp)
{
int men;
double value;
struct lchrstr *lcp;
if (lp->lnd_effic < LAND_MINEFF) {
putland(lp->lnd_uid, lp);
return 0;
}
lcp = &lchr[(int)lp->lnd_type];
men = lp->lnd_item[I_MILIT];
if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
!(lcp->l_flags & L_MARINE))
return men;
value = men * lp->lnd_def * lp->lnd_effic / 100.0;
value *= ((double)land_mob_max + lp->lnd_harden) / land_mob_max;
/* If there are military on the unit, you get at least a 1
man defensive unit, except for spies */
if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY))
return 1;
return value;
}
void
lnd_print(struct llist *llp, char *s)
{
if (llp->land.lnd_own == player->cnum)
pr("%s %s\n", prland(&llp->land), s);
else
wu(0, llp->land.lnd_own, "%s %s\n", prland(&llp->land), s);
}
void
lnd_delete(struct llist *llp, char *s)
{
if (s)
lnd_print(llp, s);
putland(llp->land.lnd_uid, &llp->land);
emp_remque((struct emp_qelem *)llp);
free(llp);
}
int
lnd_take_casualty(int combat_mode, struct llist *llp, int cas)
/* attacking or assaulting or paratrooping? */
/* number of casualties to take */
{
int eff_eq;
int n;
int biggest;
int civs;
int nowned;
coord ret_x, ret_y;
coord bx, by;
struct sctstr sect;
int ret_chance;
char buf[1024];
int taken;
int nowhere_to_go = 0;
struct sctstr rsect;
double mobcost, bmcost;
signed char orig;
int mob;
taken = llp->land.lnd_item[I_MILIT];
/* Spies always die */
if (llp->lcp->l_flags & L_SPY) {
eff_eq = 100;
llp->land.lnd_effic = 0;
} else {
eff_eq = ldround(cas * 100.0 / llp->lcp->l_mil, 1);
llp->land.lnd_effic -= eff_eq;
lnd_submil(&llp->land, cas);
}
if (llp->land.lnd_effic < LAND_MINEFF) {
sprintf(buf, "dies %s %s!",
combat_mode ? att_mode[combat_mode] : "defending",
xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
lnd_delete(llp, buf);
/* Since we killed the unit, we killed all the mil on it */
return taken;
} else {
/* Ok, now, how many did we take off? (sould be the diff) */
taken = taken - llp->land.lnd_item[I_MILIT];
}
if (llp->land.lnd_effic >= llp->land.lnd_retreat)
return taken;
/* we're being boarded */
if (llp->land.lnd_ship >= 0 && combat_mode == A_DEFEND)
return taken;
/* we're being boarded */
if (llp->land.lnd_land >= 0 && combat_mode == A_DEFEND)
return taken;
/* Have to make a retreat check */
ret_chance = llp->land.lnd_retreat - llp->land.lnd_effic;
if (roll(100) < ret_chance) {
pr("\n");
lnd_print(llp, "fails morale check!");
llp->land.lnd_mission = 0;
llp->land.lnd_harden = 0;
if (llp->land.lnd_ship >= 0 || llp->land.lnd_land >= 0)
nowhere_to_go = 1;
else if (combat_mode == A_DEFEND) {
/*
* defending unit.. find a place to send it
* strategy: look for the most-populated
* adjacent sector that is owned by the unit
* player->owner. Charge mob..
*/
biggest = -1;
nowned = 0;
for (n = 1; n <= 6; ++n) {
ret_x = llp->land.lnd_x + diroff[n][0];
ret_y = llp->land.lnd_y + diroff[n][1];
getsect(ret_x, ret_y, &sect);
if (sect.sct_own != llp->land.lnd_own)
continue;
if (sect.sct_type == SCT_MOUNT)
continue;
mobcost = lnd_mobcost(&llp->land, &rsect);
if (mobcost < 0)
continue;
++nowned;
civs = sect.sct_item[I_CIVIL];
if (civs > biggest) {
biggest = civs;
bx = sect.sct_x;
by = sect.sct_y;
bmcost = mobcost;
}
}
if (!nowned)
nowhere_to_go = 1;
else {
/* retreat to bx,by */
llp->land.lnd_x = bx;
llp->land.lnd_y = by;
/* FIXME landmines */
getsect(bx, by, &rsect);
mob = llp->land.lnd_mobil - (int)bmcost;
if (mob < -127)
mob = -127;
orig = llp->land.lnd_mobil;
llp->land.lnd_mobil = (signed char)mob;
if (llp->land.lnd_mobil > orig)
llp->land.lnd_mobil = -127;
sprintf(buf, "retreats at %d%% efficiency to %s!",
llp->land.lnd_effic,
xyas(bx, by, llp->land.lnd_own));
lnd_delete(llp, buf);
}
} else { /* attacking from a sector */
sprintf(buf, "leaves the battlefield at %d%% efficiency",
llp->land.lnd_effic);
if ((llp->land.lnd_mobil - (int)llp->mobil) < -127)
llp->land.lnd_mobil = -127;
else
llp->land.lnd_mobil -= (int)llp->mobil;
llp->mobil = 0.0;
lnd_delete(llp, buf);
}
}
if (nowhere_to_go) {
/* nowhere to go.. take more casualties */
llp->land.lnd_effic -= 10;
lnd_submil(&llp->land, llp->lcp->l_mil / 10);
if (llp->land.lnd_effic < LAND_MINEFF)
lnd_delete(llp, "has nowhere to retreat, and dies!");
else
lnd_print(llp,
"has nowhere to retreat and takes extra losses!");
}
return taken;
}
void
lnd_takemob(struct emp_qelem *list, double loss)
{
struct emp_qelem *qp, *next;
struct llist *llp;
int new;
int mcost = ldround(combat_mob * loss, 1);
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
llp = (struct llist *)qp;
/*
if (chance(loss))
use_supply(&llp->land);
if (llp->land.lnd_mission == MI_RESERVE)
new = llp->land.lnd_mobil - mcost/2;
else
*/
new = llp->land.lnd_mobil - mcost;
if (new < -127)
new = -127;
llp->land.lnd_mobil = (signed char)new;
}
}
void
lnd_submil(struct lndstr *lp, int num)
{
int new = lp->lnd_item[I_MILIT] - num;
lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
}
int
lnd_spyval(struct lndstr *lp)
{
if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
return lp->lnd_spy * (lp->lnd_effic / 100.0) + 2;
else
return lp->lnd_spy * (lp->lnd_effic / 100.0);
}
double
intelligence_report(int destination, struct lndstr *lp, int spy,
char *mess)
{
struct lchrstr *lcp;
char buf1[80], buf2[80], buf3[80];
double estimate = 0.0; /* estimated defense value */
if (destination == 0)
return 0;
if (lp->lnd_own == 0)
return 0;
lcp = &lchr[(int)lp->lnd_type];
memset(buf1, 0, sizeof(buf1));
memset(buf2, 0, sizeof(buf2));
memset(buf3, 0, sizeof(buf3));
if (chance((spy + lp->lnd_vis) / 10.0)) {
if (destination == player->cnum)
pr("%s %s", mess, prland(lp));
else
sprintf(buf1, "%s %s", mess, prland(lp));
estimate = lp->lnd_item[I_MILIT];
if (chance((spy + lp->lnd_vis) / 20.0)) {
if (destination == player->cnum)
pr(" (eff %d, mil %d",
roundintby(lp->lnd_effic, 5),
roundintby(lp->lnd_item[I_MILIT], 10));
else
sprintf(buf2, " (eff %d, mil %d",
roundintby(lp->lnd_effic, 5),
roundintby(lp->lnd_item[I_MILIT], 10));
estimate = lp->lnd_item[I_MILIT] * lp->lnd_effic / 100.0;
if (chance((spy + lp->lnd_vis) / 20.0)) {
int t;
t = lp->lnd_tech - 20 + roll(40);
t = MAX(t, 0);
if (destination == player->cnum)
pr(", tech %d)\n", t);
else
sprintf(buf3, ", tech %d)\n", t);
} else {
if (destination == player->cnum)
pr(")\n");
else
sprintf(buf3, ")\n");
}
} else {
if (destination == player->cnum)
pr("\n");
else
sprintf(buf2, "\n");
}
}
if (destination != player->cnum) {
wu(0, destination, "%s%s%s", buf1, buf2, buf3);
}
if (lp->lnd_ship < 0 || lcp->l_flags & L_MARINE)
estimate *= lp->lnd_def;
return estimate;
}
/* Used by the spy command to count land units in a sector. If used
for anything else, you may want to reconsider, because this doesn't
always count spies. :) */
int
count_sect_units(struct sctstr *sp)
{
int count = 0;
struct nstr_item ni;
struct lndstr land;
snxtitem_all(&ni, EF_LAND);
while (nxtitem(&ni, &land)) {
if (!land.lnd_own)
continue;
if (land.lnd_x != sp->sct_x || land.lnd_y != sp->sct_y)
continue;
/* Don't always see spies */
if (lchr[(int)land.lnd_type].l_flags & L_SPY) {
if (!(chance(LND_SPY_DETECT_CHANCE(land.lnd_effic))))
continue;
}
/* Got here, report it */
++count;
}
return count;
}
void
count_units(struct shpstr *sp)
{
struct nstr_item ni;
struct lndstr land;
int nland = 0;
if (sp->shp_effic < SHIP_MINEFF)
return;
snxtitem_xy(&ni, EF_LAND, sp->shp_x, sp->shp_y);
while (nxtitem(&ni, &land)) {
if (land.lnd_own == 0)
continue;
if (land.lnd_ship == sp->shp_uid)
nland++;
}
if (sp->shp_nland != nland) {
sp->shp_nland = nland;
putship(sp->shp_uid, sp);
}
}
void
lnd_count_units(struct lndstr *lp)
{
struct nstr_item ni;
struct lndstr land;
int nland = 0;
if (lp->lnd_effic < LAND_MINEFF)
return;
snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
while (nxtitem(&ni, &land)) {
if (land.lnd_own == 0)
continue;
if (land.lnd_land == lp->lnd_uid)
nland++;
}
if (lp->lnd_nland != nland) {
lp->lnd_nland = nland;
putland(lp->lnd_uid, lp);
}
}
void
lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
{
struct lndstr land;
struct lchrstr *lcp;
struct llist *llp;
int this_mot;
int mobtype = MOB_MOVE; /* indeterminate */
emp_initque(list);
while (nxtitem(ni, &land)) {
if (!player->owner)
continue;
if (opt_MARKET) {
if (ontradingblock(EF_LAND, &land)) {
pr("unit #%d inelligible - it's for sale.\n",
land.lnd_uid);
continue;
}
}
/*
* The marching code gets confused when trains and non-trains
* march together. Disallow for now.
*/
this_mot = lnd_mobtype(&land);
if (this_mot != mobtype) {
if (mobtype == MOB_MOVE)
mobtype = this_mot;
else if (mobtype == MOB_MARCH) {
pr("%s is a train and can't march with the leader.\n",
prland(&land));
continue;
} else {
pr("%s can't rail-march with the leading train.\n",
prland(&land));
continue;
}
}
lcp = &lchr[(int)land.lnd_type];
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 = 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, &sect)) {
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) &&
llp->land.lnd_item[I_MILIT] == 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 = 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;
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, &sect);
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) {
llp->mobil -= lnd_pathcost(&llp->land, 0.2);
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(&sect);
}
}
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, &sect);
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(&sect);
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("%1.1s", &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);
}
}
static 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 / 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, range;
double 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 (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
continue;
gun = fsect.sct_item[I_GUN];
if (gun < 1)
continue;
range = roundrange(fortrange(&fsect));
trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
if (trange > range)
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, &sect);
return (int)((lp->lnd_effic / 100.0) *
(10 + dchr[sect.sct_type].d_dstr * 2 + lp->lnd_spd / 2.0
- lp->lnd_vis));
}
static int
lnd_hit_mine(struct lndstr *lp, struct lchrstr *lcp)
{
int 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;
landdamage(lp, m);
return m;
}
double
lnd_pathcost(struct lndstr *lp, double pathcost)
{
double effspd;
effspd = lp->lnd_spd;
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)));
}
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, &sect);
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 ((!intrchr[INT_RAIL].in_enable || sect.sct_rail == 0)
&& lnd_mobtype(&llp->land) == MOB_RAIL) {
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(&sect))
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;
llp->mobil -= lnd_mobcost(&llp->land, &sect);
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;
int range;
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_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 = roundrange(effrange(land.lnd_frg, land.lnd_tech));
if (dist > range)
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;
int mtype;
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, &sect);
mtype = lnd_mobtype(lp);
cp = BestLandPath(buf, &sect, &d_sect, &dummy, mtype);
if (!cp) {
pr("No owned %s from %s to %s!\n",
mtype == MOB_RAIL ? "railway" : "path",
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 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;
}
/*
* 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, 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);
}