empserver/src/lib/subs/lndsub.c
Markus Armbruster f7faeb6470 (lnd_fortify): New, factored out of fort().
(fort): Use it; no functional changes.
(is_engineer): Move to logical place, external linkage.
2004-01-28 09:31:22 +00:00

1399 lines
34 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* ---
*
* See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
* related information and legal notices. It is expected that any future
* projects/authors will amend these files as needed.
*
* ---
*
* lndsub.c: Land unit subroutines
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1998-2000
*/
#include <math.h>
#include "misc.h"
#include "player.h"
#include "file.h"
#include "var.h"
#include "sect.h"
#include "path.h"
#include "news.h"
#include "treaty.h"
#include "nat.h"
#include "xy.h"
#include "land.h"
#include "ship.h"
#include "nsc.h"
#include "mission.h"
#include "plane.h"
#include "combat.h"
#include "damage.h"
#include "optlist.h"
#include "prototypes.h"
extern int etu_per_update;
int
attack_val(int combat_mode, struct lndstr *lp)
{
extern double assault_penalty;
int men;
int value;
struct lchrstr *lcp;
if (((int)lp->lnd_effic) < LAND_MINEFF) {
makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
lp->lnd_own = 0;
putland(lp->lnd_uid, lp);
return 0;
}
lcp = &lchr[(int)lp->lnd_type];
/* Spies always count as 1 during assaults. If they are the only ones
in the assault, they get to sneak on anyway. */
if (lcp->l_flags & L_SPY && combat_mode == A_ASSAULT)
return 1;
men = total_mil(lp);
value = ldround(((double)men * (double)lp->lnd_att), 1);
value = (int)((double)value * ((double)lp->lnd_effic / 100.0));
switch (combat_mode) {
case A_ATTACK:
return value;
case A_ASSAULT:
if (!(lcp->l_flags & L_MARINE))
return (int)(assault_penalty * value);
break;
case A_BOARD:
if (!(lcp->l_flags & L_MARINE))
return (int)(assault_penalty * men);
}
return value;
}
int
defense_val(struct lndstr *lp)
{
extern int land_mob_max;
int men;
double value;
struct lchrstr *lcp;
if (((int)lp->lnd_effic) < LAND_MINEFF) {
makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
lp->lnd_own = 0;
putland(lp->lnd_uid, lp);
return 0;
}
lcp = &lchr[(int)lp->lnd_type];
men = total_mil(lp);
if (men < 0)
men = 0;
if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
!(lcp->l_flags & L_MARINE))
return men;
value = men * lp->lnd_def;
value *=
((double)land_mob_max + lp->lnd_harden) / (double)land_mob_max;
value = (int)((double)value * ((double)lp->lnd_effic / 100.0));
value = (int)ldround(value, 1);
/* If there are military on the unit, you get at least a 1
man defensive unit, except for spies */
if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY))
return 1;
return (int)(value);
}
int
total_mil(struct lndstr *lp)
{
struct lchrstr *lcp;
double men;
lcp = &lchr[(int)lp->lnd_type];
men = lnd_getmil(lp);
/* men *= ((double)lp->lnd_effic)/100.0;*/
return ldround(men, 1);
}
void
lnd_print(struct llist *llp, s_char *s)
{
if (llp->land.lnd_own == player->cnum)
pr("%s %s\n", prland(&llp->land), s);
else
wu(0, llp->land.lnd_own, "%s %s\n", prland(&llp->land), s);
}
void
lnd_delete(struct llist *llp, s_char *s)
{
if (s)
lnd_print(llp, s);
putland(llp->land.lnd_uid, &llp->land);
emp_remque((struct emp_qelem *)llp);
free((s_char *)llp);
}
int
lnd_take_casualty(int combat_mode, struct llist *llp, int cas)
/* attacking or assaulting or paratrooping? */
/* number of casualties to take */
{
int eff_eq;
int n;
int biggest;
int civs;
int nowned;
coord ret_x, ret_y;
coord bx, by;
struct sctstr sect;
int ret_chance;
s_char buf[1024];
int taken;
int nowhere_to_go = 0;
struct sctstr rsect;
double mobcost;
s_char orig;
int mob;
taken = lnd_getmil(&(llp->land));
/* Spies always die */
if (llp->lcp->l_flags & L_SPY) {
eff_eq = 100;
llp->land.lnd_effic = 0;
} else {
eff_eq =
ldround((((double)cas * 100.0) / (double)llp->lcp->l_mil), 1);
llp->land.lnd_effic -= eff_eq;
lnd_submil(&(llp->land), cas);
}
if (llp->land.lnd_effic < LAND_MINEFF) {
sprintf(buf, "dies %s %s!",
combat_mode ? att_mode[combat_mode] : (s_char *)
"defending", xyas(llp->land.lnd_x, llp->land.lnd_y,
llp->land.lnd_own));
lnd_delete(llp, buf);
/* Since we killed the unit, we killed all the mil on it */
return taken;
} else {
/* Ok, now, how many did we take off? (sould be the diff) */
taken = taken - lnd_getmil(&(llp->land));
}
if (llp->land.lnd_effic >= llp->land.lnd_retreat)
return taken;
/* we're being boarded */
if (llp->land.lnd_ship >= 0 && combat_mode == A_DEFEND)
return taken;
/* we're being boarded */
if (llp->land.lnd_land >= 0 && combat_mode == A_DEFEND)
return taken;
/* Have to make a retreat check */
ret_chance = llp->land.lnd_retreat - llp->land.lnd_effic;
if (roll(100) < ret_chance) {
pr("\n");
lnd_print(llp, "fails morale check!");
llp->land.lnd_mission = 0;
llp->land.lnd_harden = 0;
if (llp->land.lnd_ship >= 0 || llp->land.lnd_land >= 0)
nowhere_to_go = 1;
else if (combat_mode == A_DEFEND) {
/*
* defending unit.. find a place to send it
* strategy: look for the most-populated
* adjacent sector that is owned by the unit
* player->owner. Charge mob..
*/
biggest = -1;
nowned = 0;
for (n = 1; n <= 6; ++n) {
ret_x = llp->land.lnd_x + diroff[n][0];
ret_y = llp->land.lnd_y + diroff[n][1];
getsect(ret_x, ret_y, &sect);
if (sect.sct_own != llp->land.lnd_own)
continue;
if (sect.sct_type == SCT_MOUNT)
continue;
++nowned;
civs = getvar(V_CIVIL, (s_char *)&sect, EF_SECTOR);
if (civs > biggest) {
biggest = civs;
bx = sect.sct_x;
by = sect.sct_y;
}
}
if (!nowned)
nowhere_to_go = 1;
else {
/* retreat to bx,by */
llp->land.lnd_x = bx;
llp->land.lnd_y = by;
getsect(bx, by, &rsect);
mobcost = lnd_mobcost(&llp->land, &rsect, MOB_ROAD);
mob = llp->land.lnd_mobil - (int)mobcost;
if (mob < -127)
mob = -127;
orig = llp->land.lnd_mobil;
llp->land.lnd_mobil = (s_char)mob;
if (llp->land.lnd_mobil > orig)
llp->land.lnd_mobil = (-127);
sprintf(buf, "retreats at %d%% efficiency to %s!",
llp->land.lnd_effic,
xyas(bx, by, llp->land.lnd_own));
lnd_delete(llp, buf);
}
} else { /* attacking from a sector */
sprintf(buf, "leaves the battlefield at %d%% efficiency",
llp->land.lnd_effic);
if ((llp->land.lnd_mobil - (int)llp->mobil) < -127)
llp->land.lnd_mobil = -127;
else
llp->land.lnd_mobil -= (int)llp->mobil;
llp->mobil = 0.0;
lnd_delete(llp, buf);
}
}
if (nowhere_to_go) {
/* nowhere to go.. take more casualties */
llp->land.lnd_effic -= 10;
lnd_submil(&llp->land, llp->lcp->l_mil / 10);
if (llp->land.lnd_effic < LAND_MINEFF)
lnd_delete(llp, "has nowhere to retreat, and dies!");
else
lnd_print(llp,
"has nowhere to retreat and takes extra losses!");
}
return taken;
}
void
lnd_takemob(struct emp_qelem *list, double loss)
{
extern double combat_mob;
struct emp_qelem *qp, *next;
struct llist *llp;
int new;
int mcost = ldround(combat_mob * loss, 1);
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
llp = (struct llist *)qp;
/*
if (chance(loss))
use_supply(&llp->land);
if (llp->land.lnd_mission == MI_RESERVE)
new = llp->land.lnd_mobil - mcost/2;
else
*/
new = llp->land.lnd_mobil - mcost;
if (new < -127)
new = -127;
llp->land.lnd_mobil = (s_char)new;
}
}
int
lnd_getmil(struct lndstr *lp)
{
int vec[I_MAX + 1];
getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
return vec[I_MILIT];
}
void
lnd_submil(struct lndstr *lp, int num)
{
int vec[I_MAX + 1];
getvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
vec[I_MILIT] -= num;
if (vec[I_MILIT] < 0)
vec[I_MILIT] = 0;
putvec(VT_ITEM, vec, (s_char *)lp, EF_LAND);
}
int
lnd_spyval(struct lndstr *lp)
{
if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
return (lp->lnd_spy * (lp->lnd_effic / 100.0)) + 2;
else
return (lp->lnd_spy * (lp->lnd_effic / 100.0));
}
int
intelligence_report(int destination, struct lndstr *lp, int spy,
s_char *mess)
{
struct lchrstr *lcp;
s_char buf1[80], buf2[80], buf3[80];
double estimate = 0.0; /* estimated defense value */
if (destination == 0)
return 0;
if (lp->lnd_own == 0)
return 0;
lcp = &lchr[(int)lp->lnd_type];
memset(buf1, 0, sizeof(buf1));
memset(buf2, 0, sizeof(buf2));
memset(buf3, 0, sizeof(buf3));
if (chance((double)(spy + lp->lnd_vis) / 10.0)) {
if (destination == player->cnum)
pr("%s %s", mess, prland(lp));
else
sprintf(buf1, "%s %s", mess, prland(lp));
estimate = lnd_getmil(lp);
if (chance((double)(spy + lp->lnd_vis) / 20.0)) {
if (destination == player->cnum)
pr(" (eff %d, mil %d", roundintby(lp->lnd_effic, 5),
roundintby(lnd_getmil(lp), 10));
else
sprintf(buf2, " (eff %d, mil %d",
roundintby(lp->lnd_effic, 5),
roundintby(lnd_getmil(lp), 10));
estimate = lnd_getmil(lp) * lp->lnd_effic / 100.0;
if (chance((double)(spy + lp->lnd_vis) / 20.0)) {
int t;
t = lp->lnd_tech - 20 + roll(40);
t = max(t, 0);
if (destination == player->cnum)
pr(", tech %d)\n", t);
else
sprintf(buf3, ", tech %d)\n", t);
} else {
if (destination == player->cnum)
pr(")\n");
else
sprintf(buf3, ")\n");
}
} else {
if (destination == player->cnum)
pr("\n");
else
sprintf(buf2, "\n");
}
}
if (destination != player->cnum) {
wu(0, destination, "%s%s%s", buf1, buf2, buf3);
}
if (lp->lnd_ship < 0 || lcp->l_flags & L_MARINE)
estimate *= lp->lnd_def;
return (int)estimate;
}
/* Used by the spy command to count land units in a sector. If used
for anything else, you may want to reconsider, because this doesn't
always count spies. :) */
int
count_sect_units(struct sctstr *sp)
{
int count = 0;
struct nstr_item ni;
struct lndstr land;
snxtitem_all(&ni, EF_LAND);
while (nxtitem(&ni, (s_char *)&land)) {
if (!land.lnd_own)
continue;
if (land.lnd_x != sp->sct_x || land.lnd_y != sp->sct_y)
continue;
/* Don't always see spies */
if (lchr[(int)land.lnd_type].l_flags & L_SPY) {
if (!(chance(LND_SPY_DETECT_CHANCE(land.lnd_effic))))
continue;
}
/* Got here, report it */
++count;
}
return count;
}
void
count_units(struct shpstr *sp)
{
struct nstr_item ni;
struct lndstr land;
int nland = 0;
if (sp->shp_effic < SHIP_MINEFF)
return;
snxtitem_xy(&ni, EF_LAND, sp->shp_x, sp->shp_y);
while (nxtitem(&ni, (s_char *)&land)) {
if (land.lnd_own == 0)
continue;
if (land.lnd_ship == sp->shp_uid)
nland++;
}
if (sp->shp_nland != nland) {
sp->shp_nland = nland;
putship(sp->shp_uid, sp);
}
}
void
lnd_count_units(struct lndstr *lp)
{
struct nstr_item ni;
struct lndstr land;
int nland = 0;
if (lp->lnd_effic < LAND_MINEFF)
return;
snxtitem_xy(&ni, EF_LAND, lp->lnd_x, lp->lnd_y);
while (nxtitem(&ni, (s_char *)&land)) {
if (land.lnd_own == 0)
continue;
if (land.lnd_land == lp->lnd_uid)
nland++;
}
if (lp->lnd_nland != nland) {
lp->lnd_nland = nland;
putland(lp->lnd_uid, lp);
}
}
void
lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
/* int wantflags;
int nowantflags;
*/
{
struct lndstr land;
struct lchrstr *lcp;
struct llist *llp;
emp_initque(list);
while (nxtitem(ni, (s_char *)&land)) {
if (!player->owner)
continue;
if (opt_MARKET) {
if (ontradingblock(EF_LAND, (int *)&land)) {
pr("unit #%d inelligible - it's for sale.\n",
land.lnd_uid);
continue;
}
}
lcp = &lchr[(int)land.lnd_type];
/* if (wantflags && (lcp->m_flags & wantflags) != wantflags)
continue;
if (nowantflags && lcp->m_flags & nowantflags)
continue;
*/
/* This abuse is better fixed by building a unit with the normal negative
mobility that everything else is built with */
/* Just so that the player can't build a bunch of land units, and them
march them a few minutes later... */
/*
if (opt_MOB_ACCESS) {
if (land.lnd_effic < 11 &&
land.lnd_mobil < etu_per_update) {
pr("Land unit #%d needs at least %d mob to march.\n",
land.lnd_uid, etu_per_update);
continue;
}
}
*/
land.lnd_mission = 0;
land.lnd_rflags = 0;
land.lnd_harden = 0;
memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
putland(land.lnd_uid, &land);
llp = (struct llist *)malloc(sizeof(struct llist));
llp->lcp = lcp;
llp->land = land;
llp->mobil = (double)land.lnd_mobil;
emp_insque(&llp->queue, list);
}
}
/* This function assumes that the list was created by lnd_sel */
void
lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
int *togetherp, natid actor)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
struct sctstr sect;
struct lndstr land;
coord allx;
coord ally;
int first = 1;
s_char mess[128];
int rel;
*minmobp = 9876.0;
*maxmobp = -9876.0;
*togetherp = 1;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
getland(llp->land.lnd_uid, &land);
if (land.lnd_own != actor) {
mpr(actor, "%s was disbanded at %s\n",
prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
emp_remque((struct emp_qelem *)llp);
free((s_char *)llp);
continue;
}
if (land.lnd_ship >= 0) {
lnd_mess("is on a ship", llp);
continue;
}
if (land.lnd_land >= 0) {
lnd_mess("is on a unit", llp);
continue;
}
if (!getsect(land.lnd_x, land.lnd_y, &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) &&
lnd_getmil(&llp->land) == 0) {
lnd_mess("has no mil on it to guide it", llp);
continue;
}
rel = getrel(getnatp(sect.sct_own), player->cnum);
if (sect.sct_own != land.lnd_own && rel != ALLIED &&
!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY) &&
sect.sct_own) {
sprintf(mess, "has been kidnapped by %s", cname(sect.sct_own));
lnd_mess(mess, llp);
continue;
}
if (first) {
allx = land.lnd_x;
ally = land.lnd_y;
first = 0;
}
if (land.lnd_x != allx || land.lnd_y != ally)
*togetherp = 0;
if (land.lnd_mobil + 1 < (int)llp->mobil) {
llp->mobil = (double)land.lnd_mobil;
}
if (llp->mobil < *minmobp)
*minmobp = llp->mobil;
if (llp->mobil > *maxmobp)
*maxmobp = llp->mobil;
llp->land = land;
}
}
void
lnd_put(struct emp_qelem *list, natid actor)
{
register struct emp_qelem *qp;
register struct emp_qelem *newqp;
struct llist *llp;
qp = list->q_back;
while (qp != list) {
llp = (struct llist *)qp;
if (actor) {
mpr(actor, "%s stopped at %s\n", prland(&llp->land),
xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
if (llp->mobil < -127)
llp->mobil = -127;
llp->land.lnd_mobil = llp->mobil;
}
putland(llp->land.lnd_uid, &llp->land);
newqp = qp->q_back;
emp_remque(qp);
free((s_char *)qp);
qp = newqp;
}
}
void
lnd_sweep(struct emp_qelem *land_list, int verbose, int takemob,
natid actor)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
struct sctstr sect;
int mines, m, max, sshells, lshells;
double mobcost;
for (qp = land_list->q_back; qp != land_list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
if (!(llp->lcp->l_flags & L_ENGINEER)) {
if (verbose)
mpr(actor, "%s is not an engineer!\n", prland(&llp->land));
continue;
}
if (takemob && llp->mobil < 0.0) {
if (verbose)
lnd_mess("is out of mobility", llp);
continue;
}
getsect(llp->land.lnd_x, llp->land.lnd_y, &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) {
/* mobcost = llp->land.lnd_effic * 0.01 * llp->lcp->l_spd;*/
mobcost = llp->land.lnd_spd;
mobcost = 480.0 / (mobcost +
techfact(llp->land.lnd_tech, mobcost));
llp->mobil -= mobcost;
llp->land.lnd_mobil = (int)llp->mobil;
}
putland(llp->land.lnd_uid, &llp->land);
if (!(mines = getvar(V_MINE, (s_char *)&sect, EF_SECTOR)))
continue;
max = vl_find(V_SHELL, llp->lcp->l_vtype,
llp->lcp->l_vamt, (int)llp->lcp->l_nv);
lshells = getvar(V_SHELL, (s_char *)&llp->land, EF_LAND);
sshells = getvar(V_SHELL, (s_char *)&sect, EF_SECTOR);
for (m = 0; mines > 0 && m < max * 2; m++) {
if (chance(0.5 * llp->lcp->l_att)) {
mpr(actor, "Sweep...\n");
mines--;
if (lshells < max)
++lshells;
else
++sshells;
}
}
putvar(V_MINE, mines, (s_char *)&sect, EF_SECTOR);
putvar(V_SHELL, lshells, (s_char *)&llp->land, EF_LAND);
putvar(V_SHELL, sshells, (s_char *)&sect, EF_SECTOR);
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 mines;
int stopping = 0;
int has_engineers = contains_engineer(land_list);
for (qp = land_list->q_back; qp != land_list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
getsect(llp->land.lnd_x, llp->land.lnd_y, &sect);
if (sect.sct_oldown == llp->land.lnd_own)
continue;
if (sect.sct_type == SCT_BSPAN)
continue;
if (!(mines = getvar(V_MINE, (s_char *)&sect, EF_SECTOR)))
continue;
if (chance(DMINE_LHITCHANCE(mines) / (1 + 2 * has_engineers))) {
lnd_hit_mine(&llp->land, llp->lcp);
mines--;
putvar(V_MINE, mines, (s_char *)&sect, EF_SECTOR);
putsect(&sect);
putland(llp->land.lnd_uid, (s_char *)&llp->land);
if (!llp->land.lnd_own) {
stopping = 1;
emp_remque(qp);
free((s_char *)qp);
}
}
}
return stopping;
}
void
lnd_list(struct emp_qelem *land_list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
struct lndstr *lnd;
int vec[I_MAX + 1];
pr("lnd# land type x,y a eff sh gun xl mu tech retr fuel\n");
for (qp = land_list->q_back; qp != land_list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
lnd = &llp->land;
pr("%4d ", lnd->lnd_uid);
pr("%-16.16s ", llp->lcp->l_name);
prxy("%4d,%-4d ", lnd->lnd_x, lnd->lnd_y, llp->land.lnd_own);
pr("%1c", lnd->lnd_army);
pr("%4d%%", lnd->lnd_effic);
getvec(VT_ITEM, vec, (s_char *)lnd, EF_LAND);
pr("%4d", vec[I_SHELL]);
pr("%4d", vec[I_GUN]);
count_land_planes(lnd);
pr("%3d", lnd->lnd_nxlight);
pr("%4d", lnd->lnd_mobil);
pr("%4d", lnd->lnd_tech);
pr("%4d%%", lnd->lnd_retreat);
pr("%5d\n", lnd->lnd_fuel);
}
}
void
lnd_mess(s_char *str, struct llist *llp)
{
mpr(llp->land.lnd_own, "%s %s & stays in %s\n",
prland(&llp->land),
str, xyas(llp->land.lnd_x, llp->land.lnd_y, llp->land.lnd_own));
if (llp->mobil < -127)
llp->mobil = -127;
llp->land.lnd_mobil = llp->mobil;
putland(llp->land.lnd_uid, &llp->land);
emp_remque((struct emp_qelem *)llp);
free((s_char *)llp);
}
static int
lnd_count(struct emp_qelem *list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
int count = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
++count;
}
return count;
}
static int
lnd_damage(struct emp_qelem *list, int totdam)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
int dam;
int count;
if (!totdam || !(count = lnd_count(list)))
return 0;
dam = ldround(((double)totdam / (double)count), 1);
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
/* have to get it again because of collateral damage */
getland(llp->land.lnd_uid, &llp->land);
landdamage(&llp->land, dam);
putland(llp->land.lnd_uid, &llp->land);
if (!llp->land.lnd_own) {
emp_remque(qp);
free((s_char *)qp);
}
}
return dam;
}
static int
lnd_easiest_target(struct emp_qelem *list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct llist *llp;
int hard;
int easiest = 9876; /* things start great for victim */
int count = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
hard = lnd_hardtarget(&llp->land);
if (hard < easiest)
easiest = hard; /* things get worse for victim */
++count;
}
return easiest - count;
}
static int
lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
natid victim)
{
int dam;
struct emp_qelem msl_list, *qp, *newqp;
msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
dam = msl_launch_mindam(&msl_list, newx, newy,
lnd_easiest_target(list), EF_LAND,
lnd_count(list) * 20, "troops", victim,
MI_INTERDICT);
if (dam) {
mpr(victim, "missile interdiction mission does %d damage!\n", dam);
collateral_damage(newx, newy, dam, 0);
}
qp = msl_list.q_forw;
while (qp != msl_list.q_forw) {
newqp = qp->q_forw;
emp_remque(qp);
free(qp);
qp = newqp;
}
return dam;
}
#if 0
/* Steve M. - commented out for now until abuse is decided upon */
/* risner: allow forts to interdict land units. */
static int
lnd_fort_interdiction(struct emp_qelem *list,
coord newx, coord newy, natid victim)
{
extern int fort_max_interdiction_range;
struct nstr_sect ns;
struct sctstr fsect;
int trange;
double range, range2, guneff;
int shell, gun;
int dam;
int totdam = 0;
int i;
snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
while (nxtsct(&ns, &fsect)) {
if (fsect.sct_own == 0)
continue;
if (fsect.sct_own == victim)
continue;
if (fsect.sct_type != SCT_FORTR)
continue;
if (getrel(getnatp(fsect.sct_own), victim) >= NEUTRAL)
continue;
gun = getvar(V_GUN, (s_char *)&fsect, EF_SECTOR);
if (gun < 1)
continue;
range = tfactfire(fsect.sct_own, (double)min(gun, 7));
if (fsect.sct_effic > 59)
range++;
range2 = roundrange(range);
trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
if (trange > range2)
continue;
if (getvar(V_MILIT, (s_char *)&fsect, EF_SECTOR) < 5)
continue;
shell = getvar(V_SHELL, (s_char *)&fsect, EF_SECTOR);
if (shell < 1)
shell += supply_commod(fsect.sct_own,
fsect.sct_x, fsect.sct_y, I_SHELL, 1);
if (shell < 1)
continue;
shell--;
putvar(V_SHELL, shell, (s_char *)&fsect, EF_SECTOR);
putsect(&fsect);
if (gun > 7)
gun = 7;
guneff = landgun((int)fsect.sct_effic, gun);
dam = (int)guneff;
totdam += dam;
mpr(victim, "Incoming fire does %d damage!\n", dam);
wu(0, fsect.sct_own,
"%s fires at %s land units in %s for %d!\n",
xyas(fsect.sct_x, fsect.sct_y,
fsect.sct_own),
cname(victim), xyas(newx, newy, fsect.sct_own), dam);
nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
}
if (totdam > 0)
return lnd_damage(list, totdam);
return 0;
}
#endif
int
lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
{
int stopping = 0;
#if 0
if (!opt_NO_FORT_FIRE)
/* Steve M. - commented out for now until abuse is decided upon */
stopping |= lnd_fort_interdiction(list, newx, newy, victim);
#endif
stopping |=
lnd_damage(list,
unit_interdict(newx, newy, victim, "land units",
lnd_easiest_target(list), MI_INTERDICT));
stopping |=
lnd_damage(list,
lnd_missile_interdiction(list, newx, newy, victim));
return stopping;
}
/* high value of hardtarget is harder to hit */
int
lnd_hardtarget(struct lndstr *lp)
{
struct sctstr sect;
getsect(lp->lnd_x, lp->lnd_y, &sect);
return (int)(((double)lp->lnd_effic / 100.0) *
(10 + dchr[sect.sct_type].d_dstr * 2 +
(double)lp->lnd_spd / 2.0 - lp->lnd_vis));
}
int
lnd_hit_mine(struct lndstr *lp, struct lchrstr *lcp)
{
double m;
mpr(lp->lnd_own, "Blammo! Landmines detected in %s! ",
xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
m = roll(20) + 10;
if (lcp->l_flags & L_ENGINEER)
m /= 2.0;
landdamage(lp, ldround(m, 1));
return (int)m;
}
double
lnd_mobcost(struct lndstr *lp, struct sctstr *sp, int mobtype)
{
double mobcost;
double smobcost;
/* supply unit's speed depends on their eff, since
that is their purpose */
if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
mobcost = lp->lnd_effic * 0.01 * lp->lnd_spd;
else
mobcost = lp->lnd_spd;
if (mobcost < 0.01)
mobcost = 0.01;
/* sector_mcost now takes 2 different arguments, a sector pointer, and
whether or not to figure in the highway bonus, rail bonus or none.
bridge heads, bridges and highways have built-in highways bonus
because they are a 1, and this will discount that. */
smobcost = (double)sector_mcost(sp, mobtype);
if (smobcost < 0.01)
smobcost = 0.01;
/* marching through 0 mobility conquered sectors takes lots of mobility,
unless you are a train. Capturing railways is a good thing. */
if (sp->sct_own != sp->sct_oldown && sp->sct_mobil <= 0 &&
smobcost < LND_MINMOBCOST && mobtype != MOB_RAIL)
smobcost = LND_MINMOBCOST;
mobcost = smobcost * 5.0 * 480.0 /
(mobcost + techfact(lp->lnd_tech, mobcost));
return mobcost;
}
int
lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
int together)
{
struct sctstr sect, osect;
struct emp_qelem *qp;
struct emp_qelem *qp2;
struct emp_qelem *next;
struct llist *llp;
coord dx;
coord dy;
coord newx;
coord newy;
int stopping = 0;
int visible = 0;
int stop;
s_char dp[80];
int rel;
int oldown;
if (dir <= DIR_STOP || dir >= DIR_VIEW) {
lnd_put(list, actor);
return 1;
}
dx = diroff[dir][0];
dy = diroff[dir][1];
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
llp = (struct llist *)qp;
getsect(llp->land.lnd_x, llp->land.lnd_y, &osect);
oldown = osect.sct_own;
newx = xnorm(llp->land.lnd_x + dx);
newy = ynorm(llp->land.lnd_y + dy);
getsect(newx, newy, &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 (!(lchr[(int)llp->land.lnd_type].l_flags & L_SPY))
visible = 1;
if (sect.sct_rail == 0 &&
lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) {
if (together) {
pr("no rail system in %s\n", xyas(newx, newy, actor));
return 1;
} else {
sprintf(dp, "has no rail system in %s",
xyas(newx, newy, actor));
lnd_mess(dp, llp);
continue;
}
}
/* Note we check would_abandon first because we don't want
to always have to do these checks */
if (would_abandon(&osect, V_CIVIL, 0, &(llp->land))) {
stop = 0;
if (!want_to_abandon(&osect, V_CIVIL, 0, &(llp->land))) {
stop = 1;
}
/* now check stuff */
if (!check_sect_ok(&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;
if (lchr[(int)llp->land.lnd_type].l_flags & L_TRAIN) {
llp->mobil -= lnd_mobcost(&llp->land, &sect, MOB_RAIL);
} else {
llp->mobil -= lnd_mobcost(&llp->land, &sect, MOB_ROAD);
}
llp->land.lnd_mobil = (int)llp->mobil;
putland(llp->land.lnd_uid, &llp->land);
putsect(&osect);
getsect(osect.sct_x, osect.sct_y, &osect);
if (osect.sct_own != oldown && oldown == player->cnum) {
/* It was your sector, now it's not. Simple :) */
pr("You no longer own %s\n",
xyas(osect.sct_x, osect.sct_y, player->cnum));
}
if (rel != ALLIED && sect.sct_own != actor && sect.sct_own) { /* must be a spy */
/* Always a 10% chance of getting caught. */
if (chance(LND_SPY_DETECT_CHANCE(llp->land.lnd_effic))) {
if (rel == NEUTRAL || rel == FRIENDLY) {
wu(0, sect.sct_own,
"%s unit spotted in %s\n", cname(player->cnum),
xyas(sect.sct_x, sect.sct_y, sect.sct_own));
setrel(sect.sct_own, llp->land.lnd_own, HOSTILE);
} else if (rel == HOSTILE || rel == AT_WAR ||
rel == SITZKRIEG || rel == MOBILIZATION) {
wu(0, sect.sct_own,
"%s spy shot in %s\n", cname(player->cnum),
xyas(sect.sct_x, sect.sct_y, sect.sct_own));
pr("%s was shot and killed.\n", prland(&llp->land));
llp->land.lnd_effic = 0;
putland(llp->land.lnd_uid, &llp->land);
lnd_delete(llp, 0);
}
}
}
}
if (QEMPTY(list))
return stopping;
lnd_sweep(list, 0, 1, actor);
stopping |= lnd_check_mines(list);
if (QEMPTY(list))
return stopping;
if (visible)
stopping |= lnd_interdict(list, newx, newy, actor);
return stopping;
}
/*
* find all artillery units belonging
* to the attacker or defender that can fire.
* Each arty unit adds +1%/damage point
*
*/
int
lnd_support(natid victim, natid attacker, coord x, coord y)
{
struct nstr_item ni;
struct lndstr land;
int rel, rel2;
double dam = 0.0;
int dist;
int shell;
int gun;
double range, range2;
snxtitem_all(&ni, EF_LAND);
while (nxtitem(&ni, (s_char *)&land)) {
if (land.lnd_frg == 0)
continue;
if ((land.lnd_x == x) && (land.lnd_y == y))
continue;
if (land.lnd_ship >= 0)
continue;
if (land.lnd_land >= 0)
continue;
if (land.lnd_mission > 0)
continue;
if (land.lnd_effic < LAND_MINFIREEFF)
continue;
/* Do we have mil? */
if (getvar(V_MILIT, (s_char *)&land, EF_LAND) <= 0)
continue;
rel = getrel(getnatp(land.lnd_own), attacker);
rel2 = getrel(getnatp(land.lnd_own), victim);
if ((land.lnd_own != attacker) &&
((rel != ALLIED) || (rel2 != AT_WAR)))
continue;
/* do we have supplies? */
if (!has_supply(&land))
continue;
/* are we in range? */
dist = mapdist(land.lnd_x, land.lnd_y, x, y);
range = techfact((int)land.lnd_tech, (double)land.lnd_frg / 2.0);
range2 = roundrange(range);
if (dist > range2)
continue;
shell = getvar(V_SHELL, (s_char *)&land, EF_LAND);
gun = getvar(V_GUN, (s_char *)&land, EF_LAND);
if (shell == 0 || gun == 0)
continue;
use_supply(&land);
nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
if (roll(100) < land.lnd_acc) {
dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
land.lnd_ammo, shell) / 2;
} else {
dam += landunitgun(land.lnd_effic, land.lnd_dam, gun,
land.lnd_ammo, shell);
}
if (land.lnd_own != attacker)
wu(0, land.lnd_own,
"%s supported %s at %s\n",
prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
}
return (int)dam;
}
s_char *
lnd_path(int together, struct lndstr *lp, s_char *buf)
{
coord destx;
coord desty;
struct sctstr d_sect, sect;
s_char *cp;
double dummy;
if (!sarg_xy(buf, &destx, &desty))
return 0;
if (!together) {
pr("Cannot go to a destination sector if not all starting in the same sector\n");
return 0;
}
if (!getsect(destx, desty, &d_sect)) {
pr("%d,%d is not a sector\n", destx, desty);
return 0;
}
getsect(lp->lnd_x, lp->lnd_y, &sect);
if (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
cp = (s_char *)BestLandPath(buf, &sect, &d_sect, &dummy, MOB_RAIL);
else
cp = (s_char *)BestLandPath(buf, &sect, &d_sect, &dummy, MOB_ROAD);
if (!cp) {
pr("No owned path from %s to %s!\n",
xyas(lp->lnd_x, lp->lnd_y, player->cnum),
xyas(d_sect.sct_x, d_sect.sct_y, player->cnum));
return 0;
}
pr("Using path '%s'\n", cp);
return cp;
}
int
lnd_can_attack(struct lndstr *lp)
{
struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
/* if (lcp->l_flags & L_SUPPLY ||
lcp->l_flags & L_SECURITY ||
lcp->l_flags & L_FLAK ||
lcp->l_frg)
return 0; */
if (lcp->l_flags & L_SUPPLY)
return 0;
return 1;
}
/*
* Increase fortification value of LP.
* Fortification costs mobility. Use up to HARD_AMT mobility.
* Return actual fortification increase.
*/
int
lnd_fortify (struct lndstr *lp, int hard_amt)
{
extern int land_mob_max;
int mob_used;
int eng;
hard_amt = min(lp->lnd_mobil, hard_amt);
if ((lp->lnd_harden + hard_amt) > land_mob_max)
hard_amt = land_mob_max - lp->lnd_harden;
eng = is_engineer(lp->lnd_x, lp->lnd_y);
if (eng)
hard_amt = ((float)hard_amt * 1.5);
if ((lp->lnd_harden + hard_amt) > land_mob_max)
hard_amt = land_mob_max - lp->lnd_harden;
/* Ok, set the mobility used */
mob_used = hard_amt;
/* Now, if an engineer helped, it's really only 2/3rds of
that */
if (eng)
mob_used = (int)((float)mob_used / 1.5);
/* If we increased it, but not much, we gotta take at least 1
mob point. */
if (mob_used <= 0 && hard_amt > 0)
mob_used = 1;
lp->lnd_mobil -= mob_used;
if (lp->lnd_mobil < 0)
lp->lnd_mobil = 0;
lp->lnd_harden += hard_amt;
lp->lnd_harden = min(lp->lnd_harden, land_mob_max);
return hard_amt;
}