1 /*
2  *  Empire - A multi-player, client/server Internet based war game.
3  *  Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
4  *                Ken Stevens, Steve McClure, Markus Armbruster
5  *
6  *  Empire is free software: you can redistribute it and/or modify
7  *  it under the terms of the GNU General Public License as published by
8  *  the Free Software Foundation, either version 3 of the License, or
9  *  (at your option) any later version.
10  *
11  *  This program is distributed in the hope that it will be useful,
12  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
13  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  *  GNU General Public License for more details.
15  *
16  *  You should have received a copy of the GNU General Public License
17  *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
18  *
19  *  ---
20  *
21  *  See files README, COPYING and CREDITS in the root of the source
22  *  tree for related information and legal notices.  It is expected
23  *  that future projects/authors will amend these files as needed.
24  *
25  *  ---
26  *
27  *  lndsub.c: Land unit subroutines
28  *
29  *  Known contributors to this file:
30  *     Ken Stevens, 1995
31  *     Steve McClure, 1998-2000
32  *     Markus Armbruster, 2004-2016
33  */
34 
35 #include <config.h>
36 
37 #include <math.h>
38 #include <stdlib.h>
39 #include "chance.h"
40 #include "combat.h"
41 #include "damage.h"
42 #include "empobj.h"
43 #include "misc.h"
44 #include "mission.h"
45 #include "news.h"
46 #include "nsc.h"
47 #include "optlist.h"
48 #include "path.h"
49 #include "player.h"
50 #include "prototypes.h"
51 #include "unit.h"
52 #include "xy.h"
53 
54 static void lnd_mar_put_one(struct ulist *);
55 static int lnd_check_one_mines(struct ulist *, int);
56 static int lnd_hit_mine(struct lndstr *);
57 static int has_helpful_engineer(coord, coord, natid);
58 
59 static struct ulist *
lnd_find_capable(struct emp_qelem * list,int flags)60 lnd_find_capable(struct emp_qelem *list, int flags)
61 {
62     struct emp_qelem *qp;
63     struct ulist *llp;
64 
65     for (qp = list->q_back; qp != list; qp = qp->q_back) {
66 	llp = (struct ulist *)qp;
67 	if (lchr[llp->unit.land.lnd_type].l_flags & flags)
68 	    return llp;
69     }
70     return NULL;
71 }
72 
73 double
attack_val(int combat_mode,struct lndstr * lp)74 attack_val(int combat_mode, struct lndstr *lp)
75 {
76     int men;
77     double value;
78     struct lchrstr *lcp;
79 
80     if (lp->lnd_effic < LAND_MINEFF) {
81 	putland(lp->lnd_uid, lp);
82 	return 0;
83     }
84 
85     lcp = &lchr[(int)lp->lnd_type];
86 
87     men = lp->lnd_item[I_MILIT];
88     value = men * lnd_att(lp) * lp->lnd_effic / 100.0;
89 
90     switch (combat_mode) {
91     case A_ATTACK:
92 	return value;
93     case A_ASSAULT:
94 	if (!(lcp->l_flags & L_MARINE))
95 	    return assault_penalty * value;
96 	break;
97     case A_BOARD:
98 	if (!(lcp->l_flags & L_MARINE))
99 	    return assault_penalty * men;
100     }
101 
102     return value;
103 }
104 
105 double
defense_val(struct lndstr * lp)106 defense_val(struct lndstr *lp)
107 {
108     int men;
109     double value;
110     struct lchrstr *lcp;
111 
112     if (lp->lnd_effic < LAND_MINEFF) {
113 	putland(lp->lnd_uid, lp);
114 	return 0;
115     }
116 
117     lcp = &lchr[(int)lp->lnd_type];
118 
119     men = lp->lnd_item[I_MILIT];
120 
121     if ((lp->lnd_ship >= 0 || lp->lnd_land >= 0) &&
122 	!(lcp->l_flags & L_MARINE))
123 	return men;
124 
125     value = men * lnd_def(lp) * lp->lnd_effic / 100.0;
126     value *= ((double)land_mob_max + lp->lnd_harden) / land_mob_max;
127 
128     /* If there are military on the unit, you get at least a 1
129        man defensive unit, except for spies */
130     if (value < 1.0 && men > 0 && !(lcp->l_flags & L_SPY))
131 	return 1;
132 
133     return value;
134 }
135 
136 int
lnd_reaction_range(struct lndstr * lp)137 lnd_reaction_range(struct lndstr *lp)
138 {
139     struct sctstr sect;
140 
141     getsect(lp->lnd_x, lp->lnd_y, &sect);
142     if (sect.sct_type == SCT_HEADQ && sect.sct_effic >= 60)
143 	return lchr[lp->lnd_type].l_rad + 1;
144     return lchr[lp->lnd_type].l_rad;
145 }
146 
147 void
lnd_print(natid actor,struct ulist * llp,char * s)148 lnd_print(natid actor, struct ulist *llp, char *s)
149 {
150     if (actor == player->cnum)
151 	pr("%s %s\n", prland(&llp->unit.land), s);
152     else
153 	wu(0, actor, "%s %s\n", prland(&llp->unit.land), s);
154 }
155 
156 int
lnd_take_casualty(int combat_mode,struct ulist * llp,int cas)157 lnd_take_casualty(int combat_mode, struct ulist *llp, int cas)
158 			/* attacking or assaulting or paratrooping? */
159 			/* number of casualties to take */
160 {
161     int eff_eq;
162     int n;
163     int biggest;
164     int civs;
165     coord ret_x, ret_y;
166     coord bx, by;
167     struct sctstr sect;
168     int ret_chance;
169     char buf[1024];
170     int taken;
171     int nowhere_to_go = 0;
172     double mobcost, bmcost;
173     signed char orig;
174     int mob;
175 
176     if (CANT_HAPPEN(lchr[llp->unit.land.lnd_type].l_flags & L_SPY))
177 	return 0;
178 
179     taken = llp->unit.land.lnd_item[I_MILIT];
180     eff_eq = ldround(cas * 100.0 /
181 		     lchr[llp->unit.land.lnd_type].l_item[I_MILIT], 1);
182     llp->unit.land.lnd_effic -= eff_eq;
183     lnd_submil(&llp->unit.land, cas);
184 
185     if (llp->unit.land.lnd_effic < LAND_MINEFF) {
186 	if (llp->unit.land.lnd_own == player->cnum)
187 	    pr("\n");
188 	sprintf(buf, "dies %sing %s!",
189 		att_mode[combat_mode],
190 		xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
191 		     llp->unit.land.lnd_own));
192 	lnd_print(llp->unit.land.lnd_own, llp, buf);
193 	lnd_put_one(llp);
194 	/* Since we killed the unit, we killed all the mil on it */
195 	return taken;
196     } else {
197 	/* Ok, now, how many did we take off? (sould be the diff) */
198 	taken = taken - llp->unit.land.lnd_item[I_MILIT];
199     }
200 
201     if (llp->unit.land.lnd_effic >= llp->unit.land.lnd_retreat)
202 	return taken;
203 
204     /* we're being boarded */
205     if (llp->unit.land.lnd_ship >= 0 && combat_mode == A_DEFEND)
206 	return taken;
207 
208     /* we're being boarded */
209     if (llp->unit.land.lnd_land >= 0 && combat_mode == A_DEFEND)
210 	return taken;
211 
212     /* Have to make a retreat check */
213 
214     ret_chance = llp->unit.land.lnd_retreat - llp->unit.land.lnd_effic;
215     if (pct_chance(ret_chance)) {
216 	if (llp->unit.land.lnd_own == player->cnum)
217 	    pr("\n");
218 	lnd_print(llp->unit.land.lnd_own, llp, "fails morale check!");
219 	llp->unit.land.lnd_mission = 0;
220 	llp->unit.land.lnd_harden = 0;
221 	if (llp->unit.land.lnd_ship >= 0 || llp->unit.land.lnd_land >= 0)
222 	    nowhere_to_go = 1;
223 	else if (combat_mode == A_DEFEND) {
224 	    /*
225 	     * defending unit.. find a place to send it
226 	     * strategy: look for the most-populated
227 	     * adjacent sector that is owned by the unit
228 	     * owner. Charge mob..
229 	     */
230 	    biggest = -1;
231 	    for (n = 1; n <= 6; ++n) {
232 		ret_x = llp->unit.land.lnd_x + diroff[n][0];
233 		ret_y = llp->unit.land.lnd_y + diroff[n][1];
234 		getsect(ret_x, ret_y, &sect);
235 		if (sect.sct_own != llp->unit.land.lnd_own)
236 		    continue;
237 		if (sect.sct_type == SCT_MOUNT)
238 		    continue;
239 		mobcost = lnd_mobcost(&llp->unit.land, &sect);
240 		if (mobcost < 0)
241 		    continue;
242 		civs = sect.sct_item[I_CIVIL];
243 		if (civs > biggest) {
244 		    biggest = civs;
245 		    bx = sect.sct_x;
246 		    by = sect.sct_y;
247 		    bmcost = mobcost;
248 		}
249 	    }
250 	    if (biggest < 0)
251 		nowhere_to_go = 1;
252 	    else {
253 		/* retreat to bx,by */
254 		llp->unit.land.lnd_x = bx;
255 		llp->unit.land.lnd_y = by;
256 		/* FIXME landmines */
257 		mob = llp->unit.land.lnd_mobil - (int)bmcost;
258 		if (mob < -127)
259 		    mob = -127;
260 		orig = llp->unit.land.lnd_mobil;
261 		llp->unit.land.lnd_mobil = (signed char)mob;
262 		if (llp->unit.land.lnd_mobil > orig)
263 		    llp->unit.land.lnd_mobil = -127;
264 		sprintf(buf, "retreats at %d%% efficiency to %s!",
265 			llp->unit.land.lnd_effic,
266 			xyas(bx, by, llp->unit.land.lnd_own));
267 		lnd_print(llp->unit.land.lnd_own, llp, buf);
268 		lnd_put_one(llp);
269 	    }
270 	} else {		/* attacking from a sector */
271 	    sprintf(buf, "leaves the battlefield at %d%% efficiency",
272 		    llp->unit.land.lnd_effic);
273 	    if ((llp->unit.land.lnd_mobil - (int)llp->mobil) < -127)
274 		llp->unit.land.lnd_mobil = -127;
275 	    else
276 		llp->unit.land.lnd_mobil -= (int)llp->mobil;
277 	    llp->mobil = 0.0;
278 	    lnd_print(llp->unit.land.lnd_own, llp, buf);
279 	    lnd_put_one(llp);
280 	}
281     }
282     if (nowhere_to_go) {
283 	/* nowhere to go.. take more casualties */
284 	llp->unit.land.lnd_effic -= 10;
285 	lnd_submil(&llp->unit.land,
286 		   lchr[llp->unit.land.lnd_type].l_item[I_MILIT] / 10);
287 	if (llp->unit.land.lnd_effic < LAND_MINEFF) {
288 	    lnd_print(llp->unit.land.lnd_own, llp,
289 		      "has nowhere to retreat, and dies!");
290 	    lnd_put_one(llp);
291 	} else
292 	    lnd_print(llp->unit.land.lnd_own, llp,
293 		      "has nowhere to retreat and takes extra losses!");
294     }
295 
296     return taken;
297 }
298 
299 void
lnd_takemob(struct emp_qelem * list,double loss)300 lnd_takemob(struct emp_qelem *list, double loss)
301 {
302     struct emp_qelem *qp, *next;
303     struct ulist *llp;
304     int new;
305     int mcost = ldround(combat_mob * loss, 1);
306 
307     for (qp = list->q_forw; qp != list; qp = next) {
308 	next = qp->q_forw;
309 	llp = (struct ulist *)qp;
310 #if 0
311 	if (chance(loss))
312 	    use_supply(&llp->unit.land);
313 #endif
314 	new = llp->unit.land.lnd_mobil - mcost;
315 	if (new < -127)
316 	    new = -127;
317 	llp->unit.land.lnd_mobil = (signed char)new;
318     }
319 }
320 
321 void
lnd_submil(struct lndstr * lp,int num)322 lnd_submil(struct lndstr *lp, int num)
323 {
324     int new = lp->lnd_item[I_MILIT] - num;
325     lp->lnd_item[I_MILIT] = new < 0 ? 0 : new;
326 }
327 
328 int
lnd_spyval(struct lndstr * lp)329 lnd_spyval(struct lndstr *lp)
330 {
331     if (lchr[(int)lp->lnd_type].l_flags & L_RECON)
332 	return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0) + 2;
333     else
334 	return lchr[lp->lnd_type].l_spy * (lp->lnd_effic / 100.0);
335 }
336 
337 void
intelligence_report(natid destination,struct lndstr * lp,int spy,char * mess)338 intelligence_report(natid destination, struct lndstr *lp, int spy,
339 		    char *mess)
340 {
341     int vis = lnd_vis(lp);
342     char buf1[80], buf2[80], buf3[80];
343 
344     if (!destination || !lp->lnd_own)
345 	return;
346 
347     if (chance((spy + vis) / 10.0)) {
348 	sprintf(buf1, "%s %s", mess, prland(lp));
349 
350 	if (chance((spy + vis) / 20.0)) {
351 	    sprintf(buf2, " (eff %d, mil %d",
352 		    roundintby(lp->lnd_effic, 5),
353 		    roundintby(lp->lnd_item[I_MILIT], 10));
354 
355 	    if (chance((spy + vis) / 20.0)) {
356 		int t;
357 		t = lp->lnd_tech - 20 + roll(40);
358 		t = MAX(t, 0);
359 		sprintf(buf3, ", tech %d)", t);
360 	    } else {
361 		sprintf(buf3, ")");
362 	    }
363 	} else {
364 	    buf2[0] = buf3[0] = 0;
365 	}
366 	if (destination == player->cnum)
367 	    pr("%s%s%s\n", buf1, buf2, buf3);
368 	else
369 	    wu(0, destination, "%s%s%s\n", buf1, buf2, buf3);
370     }
371 }
372 
373 int
lnd_may_mar(struct lndstr * lp,struct lndstr * ldr,char * suffix)374 lnd_may_mar(struct lndstr *lp, struct lndstr *ldr, char *suffix)
375 {
376     struct sctstr sect;
377     int mobtype;
378 
379     if (!lp->lnd_own || !getsect(lp->lnd_x, lp->lnd_y, &sect)) {
380 	CANT_REACH();
381 	return 0;
382     }
383 
384     if (opt_MARKET && ontradingblock(EF_LAND, lp)) {
385 	mpr(lp->lnd_own, "%s is on the trading block%s\n",
386 	    prland(lp), suffix);
387 	return 0;
388     }
389 
390     if (lp->lnd_ship >= 0) {
391 	mpr(lp->lnd_own, "%s is on a ship%s\n", prland(lp), suffix);
392 	return 0;
393     }
394     if (lp->lnd_land >= 0) {
395 	mpr(lp->lnd_own, "%s is on a unit%s\n", prland(lp), suffix);
396 	return 0;
397     }
398 
399     if (!(lchr[lp->lnd_type].l_flags & L_SPY) &&
400 	!(lchr[lp->lnd_type].l_flags & L_TRAIN) &&
401 	lp->lnd_item[I_MILIT] == 0) {
402 	mpr(lp->lnd_own, "%s has no mil on it to guide it%s\n",
403 	    prland(lp), suffix);
404 	return 0;
405     }
406 
407     switch (lnd_check_mar(lp, &sect)) {
408     case LND_STUCK_NOT:
409 	break;
410     case LND_STUCK_NO_RAIL:
411 	mpr(lp->lnd_own, "%s is stuck off the rail system%s\n",
412 	    prland(lp), suffix);
413 	return 0;
414     default:
415 	CANT_REACH();
416 	/* fall through */
417     case LND_STUCK_IMPASSABLE:
418 	mpr(lp->lnd_own, "%s is stuck%s\n", prland(lp), suffix);
419 	return 0;
420     }
421 
422     if (relations_with(sect.sct_own, lp->lnd_own) != ALLIED &&
423 	!(lchr[lp->lnd_type].l_flags & L_SPY) &&
424 	sect.sct_own) {
425 	mpr(lp->lnd_own, "%s has been kidnapped by %s%s\n",
426 	    prland(lp), cname(sect.sct_own), suffix);
427 	return 0;
428     }
429 
430     if (ldr && (lp->lnd_x != ldr->lnd_x || lp->lnd_y != ldr->lnd_y)) {
431 	mpr(lp->lnd_own, "%s is not with the leader%s\n",
432 	    prland(lp), suffix);
433 	return 0;
434     }
435 
436     /*
437      * The marching code gets confused when trains and non-trains
438      * march together.  Disallow for now.
439      */
440     mobtype = lnd_mobtype(lp);
441     if (!ldr || mobtype == lnd_mobtype(ldr))
442 	;
443     else if (mobtype == MOB_RAIL) {
444 	mpr(lp->lnd_own,
445 	    "%s is a train and can't march with the leader%s\n",
446 	    prland(lp), suffix);
447 	return 0;
448     } else {
449 	mpr(lp->lnd_own, "%s can't rail-march with the leading train%s\n",
450 	    prland(lp), suffix);
451 	return 0;
452     }
453 
454     return 1;
455 }
456 
457 void
lnd_sel(struct nstr_item * ni,struct emp_qelem * list)458 lnd_sel(struct nstr_item *ni, struct emp_qelem *list)
459 {
460     struct lndstr land, *ldr = NULL;
461     struct ulist *llp;
462 
463     emp_initque(list);
464     while (nxtitem(ni, &land)) {
465 	/*
466 	 * It would be nice to let deities march foreign land units,
467 	 * but much of the code assumes that only the land unit's
468 	 * owner can march it.
469 	 */
470 	if (!land.lnd_own || land.lnd_own != player->cnum)
471 	    continue;
472 	if (!lnd_may_mar(&land, ldr, ""))
473 	    continue;
474 
475 	land.lnd_mission = 0;
476 	land.lnd_rflags = 0;
477 	memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
478 	putland(land.lnd_uid, &land);
479 	llp = lnd_insque(&land, list);
480 	if (!ldr)
481 	    ldr = &llp->unit.land;
482     }
483 }
484 
485 /*
486  * Append @lp to @list.
487  * Return the new list link.
488  */
489 struct ulist *
lnd_insque(struct lndstr * lp,struct emp_qelem * list)490 lnd_insque(struct lndstr *lp, struct emp_qelem *list)
491 {
492     struct ulist *mlp = malloc(sizeof(struct ulist));
493 
494     mlp->unit.land = *lp;
495     mlp->mobil = lp->lnd_mobil;
496     emp_insque(&mlp->queue, list);
497     return mlp;
498 }
499 
500 void
lnd_mar_stay_behind(struct emp_qelem * list,natid actor)501 lnd_mar_stay_behind(struct emp_qelem *list, natid actor)
502 {
503     struct emp_qelem *qp;
504     struct emp_qelem *next;
505     struct ulist *llp;
506     struct lndstr *lp, *ldr = NULL;
507     char and_stays[32];
508 
509     for (qp = list->q_back; qp != list; qp = next) {
510 	next = qp->q_back;
511 	llp = (struct ulist *)qp;
512 	lp = &llp->unit.land;
513 	getland(lp->lnd_uid, lp);
514 
515 	if (lp->lnd_own != actor) {
516 	    mpr(actor, "%s was disbanded at %s\n",
517 		prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor));
518 	    emp_remque(&llp->queue);
519 	    free(llp);
520 	    continue;
521 	}
522 
523 	snprintf(and_stays, sizeof(and_stays), " & stays in %s",
524 		 xyas(lp->lnd_x, lp->lnd_y, actor));
525 	if (!lnd_may_mar(lp, ldr, and_stays)) {
526 	    lnd_mar_put_one(llp);
527 	    continue;
528 	}
529 
530 	if (!ldr)
531 	    ldr = lp;
532 	if (lp->lnd_mobil + 1 < (int)llp->mobil) {
533 	    llp->mobil = lp->lnd_mobil;
534 	}
535     }
536 }
537 
538 static void
lnd_mar_put_one(struct ulist * llp)539 lnd_mar_put_one(struct ulist *llp)
540 {
541     if (llp->mobil < -127)
542 	llp->mobil = -127;
543     llp->unit.land.lnd_mobil = llp->mobil;
544     lnd_put_one(llp);
545 }
546 
547 void
lnd_mar_put(struct emp_qelem * list,natid actor)548 lnd_mar_put(struct emp_qelem *list, natid actor)
549 {
550     struct emp_qelem *qp, *next;
551     struct ulist *llp;
552     struct lndstr *lp;
553 
554     for (qp = list->q_back; qp != list; qp = next) {
555 	next = qp->q_back;
556 	llp = (struct ulist *)qp;
557 	lp = &llp->unit.land;
558 	mpr(actor, "%s stopped at %s\n",
559 	    prland(lp), xyas(lp->lnd_x, lp->lnd_y, actor));
560 	lnd_mar_put_one(llp);
561     }
562 }
563 
564 void
lnd_put(struct emp_qelem * list)565 lnd_put(struct emp_qelem *list)
566 {
567     struct emp_qelem *qp, *next;
568 
569     for (qp = list->q_back; qp != list; qp = next) {
570 	next = qp->q_back;
571 	lnd_put_one((struct ulist *)qp);
572     }
573 }
574 
575 void
lnd_put_one(struct ulist * llp)576 lnd_put_one(struct ulist *llp)
577 {
578     putland(llp->unit.land.lnd_uid, &llp->unit.land);
579     emp_remque(&llp->queue);
580     free(llp);
581 }
582 
583 /*
584  * Sweep landmines with engineers in @land_list for @actor.
585  * All land units in @land_list must be in the same sector.
586  * If @explicit is non-zero, this is for an explicit sweep command from
587  * a player.  Else it's an automatic "on the move" sweep.
588  * If @takemob is non-zero, require and charge mobility.
589  * Return non-zero when the land units should stop.
590  */
591 int
lnd_sweep(struct emp_qelem * land_list,int explicit,int takemob,natid actor)592 lnd_sweep(struct emp_qelem *land_list, int explicit, int takemob,
593 	  natid actor)
594 {
595     struct emp_qelem *qp;
596     struct emp_qelem *next;
597     struct ulist *llp;
598     struct sctstr sect;
599     int mines, m, max, sshells, lshells;
600     int stopping = 0, first = 1;
601 
602     llp = lnd_find_capable(land_list, L_ENGINEER);
603     if (!llp) {
604 	if (explicit)
605 	    mpr(actor, "No engineers!\n");
606 	return 0;
607     }
608 
609     getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &sect);
610     if (!explicit
611 	&& relations_with(sect.sct_oldown, actor) == ALLIED)
612 	return 0;
613     if (SCT_MINES_ARE_SEAMINES(&sect)) {
614 	if (explicit)
615 	    mpr(actor, "%s is a %s.  No landmines there!\n",
616 		xyas(sect.sct_x, sect.sct_y, actor),
617 		dchr[sect.sct_type].d_name);
618 	return 0;
619     }
620 
621     for (qp = land_list->q_back; qp != land_list; qp = next) {
622 	next = qp->q_back;
623 	llp = (struct ulist *)qp;
624 	if (!(lchr[llp->unit.land.lnd_type].l_flags & L_ENGINEER))
625 	    continue;
626 	if (takemob) {
627 	    if (llp->mobil <= 0.0) {
628 		if (explicit)
629 		    mpr(actor, "%s is out of mobility!\n",
630 			prland(&llp->unit.land));
631 		continue;
632 	    }
633 	    llp->mobil -= lnd_pathcost(&llp->unit.land, 0.2);
634 	    llp->unit.land.lnd_mobil = (int)llp->mobil;
635 	    llp->unit.land.lnd_harden = 0;
636 	}
637 	putland(llp->unit.land.lnd_uid, &llp->unit.land);
638 	getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &sect);
639 	if (!(mines = sect.sct_mines))
640 	    continue;
641 	max = lchr[llp->unit.land.lnd_type].l_item[I_SHELL];
642 	lshells = llp->unit.land.lnd_item[I_SHELL];
643 	sshells = sect.sct_item[I_SHELL];
644 	for (m = 0; mines > 0 && m < max * 2; m++) {
645 	    if (chance(0.5 * lchr[llp->unit.land.lnd_type].l_att)) {
646 		if (first) {
647 		    mpr(actor, "Approaching minefield at %s...\n",
648 			xyas(sect.sct_x, sect.sct_y, actor));
649 		    first = 0;
650 		}
651 		mpr(actor, "Sweep...\n");
652 		mines--;
653 		if (lshells < max)
654 		    ++lshells;
655 		else if (sshells < ITEM_MAX)
656 		    ++sshells;
657 	    }
658 	}
659 	sect.sct_mines = mines;
660 	llp->unit.land.lnd_item[I_SHELL] = lshells;
661 	sect.sct_item[I_SHELL] = sshells;
662 	putland(llp->unit.land.lnd_uid, &llp->unit.land);
663 	putsect(&sect);
664 	stopping |= lnd_check_one_mines(llp, 1);
665     }
666     return stopping;
667 }
668 
669 static int
lnd_check_one_mines(struct ulist * llp,int with_eng)670 lnd_check_one_mines(struct ulist *llp, int with_eng)
671 {
672     struct sctstr sect;
673 
674     getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &sect);
675     if (SCT_LANDMINES(&sect) == 0)
676 	return 0;
677     if (relations_with(sect.sct_oldown, llp->unit.land.lnd_own) == ALLIED)
678 	return 0;
679     if (chance(DMINE_LHITCHANCE(sect.sct_mines) / (1 + 2 * with_eng))) {
680 	lnd_hit_mine(&llp->unit.land);
681 	sect.sct_mines--;
682 	putsect(&sect);
683 	putland(llp->unit.land.lnd_uid, &llp->unit.land);
684 	if (!llp->unit.land.lnd_own) {
685 	    emp_remque(&llp->queue);
686 	    free(llp);
687 	}
688 	return 1;
689     }
690     return 0;
691 }
692 
693 int
lnd_check_mines(struct emp_qelem * land_list)694 lnd_check_mines(struct emp_qelem *land_list)
695 {
696     struct emp_qelem *qp;
697     struct emp_qelem *next;
698     int stopping = 0;
699     int with_eng = !!lnd_find_capable(land_list, L_ENGINEER);
700 
701     for (qp = land_list->q_back; qp != land_list; qp = next) {
702 	next = qp->q_back;
703 	stopping |= lnd_check_one_mines((struct ulist *)qp, with_eng);
704     }
705     return stopping;
706 }
707 
708 /* Return whether and why SP would be stuck in SECTP. */
709 enum lnd_stuck
lnd_check_mar(struct lndstr * lp,struct sctstr * sectp)710 lnd_check_mar(struct lndstr *lp, struct sctstr *sectp)
711 {
712     if (dchr[sectp->sct_type].d_mob0 < 0)
713 	return LND_STUCK_IMPASSABLE;
714     if (lnd_mobtype(lp) == MOB_RAIL && !SCT_HAS_RAIL(sectp))
715 	return LND_STUCK_NO_RAIL;
716     return LND_STUCK_NOT;
717 }
718 
719 static int
lnd_damage(struct emp_qelem * list,int totdam)720 lnd_damage(struct emp_qelem *list, int totdam)
721 {
722     struct emp_qelem *qp;
723     struct emp_qelem *next;
724     struct ulist *llp;
725     int dam;
726     int count;
727 
728     if (!totdam || !(count = emp_quelen(list)))
729 	return 0;
730     dam = ldround((double)totdam / count, 1);
731     for (qp = list->q_back; qp != list; qp = next) {
732 	next = qp->q_back;
733 	llp = (struct ulist *)qp;
734 	/* land unit might have changed (launched SAMs, collateral dmg) */
735 	getland(llp->unit.land.lnd_uid, &llp->unit.land);
736 	landdamage(&llp->unit.land, dam);
737 	putland(llp->unit.land.lnd_uid, &llp->unit.land);
738 	if (!llp->unit.land.lnd_own) {
739 	    emp_remque(qp);
740 	    free(qp);
741 	}
742     }
743     return dam;
744 }
745 
746 static int
lnd_easiest_target(struct emp_qelem * list)747 lnd_easiest_target(struct emp_qelem *list)
748 {
749     struct emp_qelem *qp;
750     struct emp_qelem *next;
751     struct ulist *llp;
752     int hard;
753     int easiest = 9876;		/* things start great for victim */
754     int count = 0;
755 
756     for (qp = list->q_back; qp != list; qp = next) {
757 	next = qp->q_back;
758 	llp = (struct ulist *)qp;
759 	hard = lnd_hardtarget(&llp->unit.land);
760 	if (hard < easiest)
761 	    easiest = hard;	/* things get worse for victim */
762 	++count;
763     }
764     return easiest - count;
765 }
766 
767 static int
lnd_missile_interdiction(struct emp_qelem * list,coord newx,coord newy,natid victim)768 lnd_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
769 			 natid victim)
770 {
771     int mindam = emp_quelen(list) * 20;
772     int hardtarget = lnd_easiest_target(list);
773     int dam, newdam, sublaunch;
774     int stopping = 0;
775     struct plist *plp;
776     struct emp_qelem msl_list, *qp, *newqp;
777 
778     msl_sel(&msl_list, newx, newy, victim, P_T, P_MAR, MI_INTERDICT);
779 
780     dam = 0;
781     for (qp = msl_list.q_back; qp != &msl_list; qp = newqp) {
782 	newqp = qp->q_back;
783 	plp = (struct plist *)qp;
784 
785 	if (dam < mindam && mission_pln_equip(plp, NULL, 'p') >= 0) {
786 	    if (msl_launch(&plp->plane, EF_LAND, "troops",
787 			   newx, newy, victim, &sublaunch) < 0)
788 		goto use_up_msl;
789 	    stopping = 1;
790 	    if (msl_hit(&plp->plane, hardtarget, EF_LAND,
791 			N_LND_MISS, N_LND_SMISS, sublaunch, victim)) {
792 		newdam = pln_damage(&plp->plane, 'p', "");
793 		dam += newdam;
794 	    } else {
795 		newdam = pln_damage(&plp->plane, 'p', NULL);
796 		collateral_damage(newx, newy, newdam);
797 	    }
798 	use_up_msl:
799 	    plp->plane.pln_effic = 0;
800 	    putplane(plp->plane.pln_uid, &plp->plane);
801 	}
802 	emp_remque(qp);
803 	free(qp);
804     }
805 
806     if (dam) {
807 	mpr(victim, "missile interdiction mission does %d damage!\n", dam);
808 	collateral_damage(newx, newy, dam);
809 	lnd_damage(list, dam);
810     }
811     return stopping;
812 }
813 
814 #if 0
815 /* Steve M. - commented out for now until abuse is decided upon */
816 /* risner: allow forts to interdict land units. */
817 static int
818 lnd_fort_interdiction(struct emp_qelem *list,
819 		      coord newx, coord newy, natid victim)
820 {
821     struct nstr_sect ns;
822     struct sctstr fsect;
823     int trange, range;
824     int dam;
825     int stopping = 0;
826     int totdam = 0;
827 
828     snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
829     while (nxtsct(&ns, &fsect)) {
830 	if (fsect.sct_own == 0)
831 	    continue;
832 	if (relations_with(fsect.sct_own, victim) >= NEUTRAL)
833 	    continue;
834 	range = roundrange(fortrange(&fsect));
835 	trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
836 	if (trange > range)
837 	    continue;
838 	dam = fort_fire(&fsect);
839 	putsect(&fsect);
840 	if (dam < 0)
841 	    continue;
842 	stopping = 1;
843 	totdam += dam;
844 	mpr(victim, "Incoming fire does %d damage!\n", dam);
845 	wu(0, fsect.sct_own,
846 	   "%s fires at %s land units in %s for %d!\n",
847 	   xyas(fsect.sct_x, fsect.sct_y,
848 		fsect.sct_own),
849 	   cname(victim), xyas(newx, newy, fsect.sct_own), dam);
850 	nreport(fsect.sct_own, N_SCT_SHELL, victim, 1);
851     }
852     if (totdam > 0)
853 	lnd_damage(list, totdam);
854     return stopping;
855 }
856 #endif
857 
858 static int
lnd_mission_interdiction(struct emp_qelem * list,coord x,coord y,natid victim)859 lnd_mission_interdiction(struct emp_qelem *list, coord x, coord y,
860 			 natid victim)
861 {
862     int dam;
863 
864     dam = unit_interdict(x, y, victim, "land units",
865 			 lnd_easiest_target(list),
866 			 MI_INTERDICT);
867     if (dam >= 0)
868 	lnd_damage(list, dam);
869     return dam >= 0;
870 }
871 
872 int
lnd_interdict(struct emp_qelem * list,coord newx,coord newy,natid victim)873 lnd_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
874 {
875     int stopping = 0;
876 
877 #if 0
878     if (!opt_NO_FORT_FIRE)
879 /* Steve M. - commented out for now until abuse is decided upon */
880 	stopping |= lnd_fort_interdiction(list, newx, newy, victim);
881 #endif
882 
883     stopping |= lnd_mission_interdiction(list, newx, newy, victim);
884     stopping |= lnd_missile_interdiction(list, newx, newy, victim);
885     return stopping;
886 }
887 
888 /* high value of hardtarget is harder to hit */
889 int
lnd_hardtarget(struct lndstr * lp)890 lnd_hardtarget(struct lndstr *lp)
891 {
892     struct sctstr sect;
893 
894     getsect(lp->lnd_x, lp->lnd_y, &sect);
895     return (int)((lp->lnd_effic / 100.0) *
896 		 (10 + dchr[sect.sct_type].d_dstr * 2 + lnd_spd(lp) / 2.0
897 		  - lnd_vis(lp)));
898 }
899 
900 static int
lnd_hit_mine(struct lndstr * lp)901 lnd_hit_mine(struct lndstr *lp)
902 {
903     int m;
904 
905     mpr(lp->lnd_own, "Blammo! Landmines detected in %s!\n",
906 	xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
907 
908     nreport(lp->lnd_own, N_LHIT_MINE, 0, 1);
909 
910     m = MINE_LDAMAGE();
911     if (lchr[lp->lnd_type].l_flags & L_ENGINEER)
912 	m /= 2;
913 
914     landdamage(lp, m);
915     return m;
916 }
917 
918 double
lnd_pathcost(struct lndstr * lp,double pathcost)919 lnd_pathcost(struct lndstr *lp, double pathcost)
920 {
921     double effspd;
922 
923     effspd = lnd_spd(lp);
924     if (lchr[(int)lp->lnd_type].l_flags & L_SUPPLY)
925 	effspd *= lp->lnd_effic * 0.01;
926 
927     /*
928      * The return value must be @pathcost times a factor that depends
929      * only on the land unit.  Anything else breaks path finding.  In
930      * particular, you can't add or enforce a minimum cost here.  Do
931      * it in sector_mcost().
932      */
933     return pathcost * 5.0 * speed_factor(effspd, lp->lnd_tech);
934 }
935 
936 int
lnd_mobtype(struct lndstr * lp)937 lnd_mobtype(struct lndstr *lp)
938 {
939     return (lchr[(int)lp->lnd_type].l_flags & L_TRAIN)
940 	? MOB_RAIL : MOB_MARCH;
941 }
942 
943 double
lnd_mobcost(struct lndstr * lp,struct sctstr * sp)944 lnd_mobcost(struct lndstr *lp, struct sctstr *sp)
945 {
946     return lnd_pathcost(lp, sector_mcost(sp, lnd_mobtype(lp)));
947 }
948 
949 /*
950  * Ask user to confirm sector abandonment, if any.
951  * All land units in @list must be in the same sector, owned by the
952  * player, and not loaded onto anything.
953  * If removing the land units in @list would abandon their sector, ask
954  * the user to confirm.
955  * Return zero when abandonment was declined, else non-zero.
956  */
lnd_abandon_askyn(struct emp_qelem * list)957 int lnd_abandon_askyn(struct emp_qelem *list)
958 {
959     struct ulist *llp;
960     struct sctstr sect;
961     int abandon;
962     struct emp_qelem *qp;
963 
964     if (QEMPTY(list))
965 	return 1;
966     llp = (struct ulist *)list->q_back;
967     getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &sect);
968     abandon = abandon_askyn(&sect, I_CIVIL, 0, llp);
969     if (!check_sect_ok(&sect))
970 	return 0;
971     for (qp = list->q_back; qp != list; qp = qp->q_back) {
972 	if (!check_land_ok(&((struct ulist *)qp)->unit.land))
973 	    return 0;
974     }
975     return abandon;
976 }
977 
978 int
lnd_mar_dir(struct emp_qelem * list,int dir,natid actor)979 lnd_mar_dir(struct emp_qelem *list, int dir, natid actor)
980 {
981     struct sctstr sect, osect;
982     struct emp_qelem *qp;
983     struct emp_qelem *next;
984     struct ulist *llp;
985     coord dx;
986     coord dy;
987     coord newx;
988     coord newy;
989     int move;
990     enum relations rel;
991     int oldown;
992 
993     if (CANT_HAPPEN(QEMPTY(list)))
994 	return 1;
995 
996     if (dir <= DIR_STOP || dir > DIR_LAST) {
997 	CANT_HAPPEN(dir != DIR_STOP);
998 	lnd_mar_put(list, actor);
999 	return 1;
1000     }
1001     dx = diroff[dir][0];
1002     dy = diroff[dir][1];
1003 
1004     llp = (struct ulist *)list->q_back;
1005     getsect(llp->unit.land.lnd_x, llp->unit.land.lnd_y, &osect);
1006     oldown = osect.sct_own;
1007     newx = xnorm(llp->unit.land.lnd_x + dx);
1008     newy = ynorm(llp->unit.land.lnd_y + dy);
1009     getsect(newx, newy, &sect);
1010     rel = sect.sct_own ? relations_with(sect.sct_own, actor) : ALLIED;
1011 
1012     move = 0;
1013     for (qp = list->q_back; qp != list; qp = next) {
1014 	next = qp->q_back;
1015 	llp = (struct ulist *)qp;
1016 	switch (lnd_check_mar(&llp->unit.land, &sect)) {
1017 	case LND_STUCK_NOT:
1018 	    if (rel == ALLIED
1019 		|| (lchr[llp->unit.land.lnd_type].l_flags & L_SPY))
1020 		move = 1;
1021 	    break;
1022 	case LND_STUCK_NO_RAIL:
1023 	    if (rel == ALLIED)
1024 		mpr(actor, "no rail system in %s\n",
1025 		    xyas(newx, newy, actor));
1026 	    else
1027 		mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
1028 	    return 1;
1029 	default:
1030 	    CANT_REACH();
1031 	    /* fall through */
1032 	case LND_STUCK_IMPASSABLE:
1033 	    mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
1034 	    return 1;
1035 	}
1036     }
1037     if (!move) {
1038 	mpr(actor, "can't go to %s\n", xyas(newx, newy, actor));
1039 	return 1;
1040     }
1041 
1042     for (qp = list->q_back; qp != list; qp = next) {
1043 	next = qp->q_back;
1044 	llp = (struct ulist *)qp;
1045 	if (rel != ALLIED
1046 	    && !(lchr[llp->unit.land.lnd_type].l_flags & L_SPY)) {
1047 	    mpr(actor, "%s can't go to %s & stays in %s\n",
1048 		prland(&llp->unit.land), xyas(newx, newy, actor),
1049 		xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor));
1050 	    lnd_mar_put_one(llp);
1051 	    continue;
1052 	}
1053 	if (llp->mobil <= 0.0) {
1054 	    mpr(actor, "%s is out of mobility & stays in %s\n",
1055 		prland(&llp->unit.land),
1056 		xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y, actor));
1057 	    lnd_mar_put_one(llp);
1058 	    continue;
1059 	}
1060 	llp->unit.land.lnd_x = newx;
1061 	llp->unit.land.lnd_y = newy;
1062 	llp->mobil -= lnd_mobcost(&llp->unit.land, &sect);
1063 	llp->unit.land.lnd_mobil = (int)llp->mobil;
1064 	llp->unit.land.lnd_harden = 0;
1065 	putland(llp->unit.land.lnd_uid, &llp->unit.land);
1066 	putsect(&osect);
1067 	getsect(osect.sct_x, osect.sct_y, &osect);
1068 	if (osect.sct_own != oldown && oldown == actor) {
1069 	    /* It was your sector, now it's not.  Simple :) */
1070 	    mpr(actor, "You no longer own %s\n",
1071 		xyas(osect.sct_x, osect.sct_y, actor));
1072 	}
1073 	if (rel != ALLIED) {
1074 	    /* must be a spy */
1075 	    /* Always a 10% chance of getting caught. */
1076 	    if (chance(LND_SPY_DETECT_CHANCE(llp->unit.land.lnd_effic))) {
1077 		if (rel == NEUTRAL || rel == FRIENDLY) {
1078 		    wu(0, sect.sct_own,
1079 		       "%s unit spotted in %s\n", cname(actor),
1080 		       xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1081 		    setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
1082 		} else if (rel <= HOSTILE) {
1083 		    wu(0, sect.sct_own,
1084 		       "%s spy shot in %s\n", cname(actor),
1085 		       xyas(sect.sct_x, sect.sct_y, sect.sct_own));
1086 		    mpr(actor, "%s was shot and killed.\n",
1087 			prland(&llp->unit.land));
1088 		    llp->unit.land.lnd_effic = 0;
1089 		    putland(llp->unit.land.lnd_uid, &llp->unit.land);
1090 		    lnd_put_one(llp);
1091 		}
1092 	    }
1093 	}
1094     }
1095 
1096     return QEMPTY(list);
1097 }
1098 
1099 int
lnd_mar_gauntlet(struct emp_qelem * list,int interdict,natid actor)1100 lnd_mar_gauntlet(struct emp_qelem *list, int interdict, natid actor)
1101 {
1102     struct ulist *mlp = (struct ulist *)list->q_back;
1103     coord newx, newy;
1104     int stopping, visible;
1105     struct emp_qelem *qp, *next;
1106     struct ulist *llp;
1107 
1108     if (CANT_HAPPEN(QEMPTY(list)))
1109 	return 1;
1110     newx = mlp->unit.land.lnd_x;
1111     newy = mlp->unit.land.lnd_y;
1112     stopping = lnd_sweep(list, 0, 1, actor);
1113     if (QEMPTY(list))
1114 	return 1;
1115     stopping |= lnd_check_mines(list);
1116     if (QEMPTY(list))
1117 	return 1;
1118 
1119     visible = 0;
1120     for (qp = list->q_back; qp != list; qp = next) {
1121 	next = qp->q_back;
1122 	llp = (struct ulist *)qp;
1123 	if (!(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY))
1124 	    visible = 1;
1125     }
1126     if (visible && interdict)
1127 	stopping |= lnd_interdict(list, newx, newy, actor);
1128 
1129     return stopping;
1130 }
1131 
1132 /*
1133  * Fire land unit support against @victim for @attacker, at @x,@y.
1134  * If @defending, this is defensive support, else offensive support.
1135  * Return total damage.
1136  */
1137 int
lnd_support(natid victim,natid attacker,coord x,coord y,int defending)1138 lnd_support(natid victim, natid attacker, coord x, coord y, int defending)
1139 {
1140     struct nstr_item ni;
1141     struct lndstr land;
1142     int dam, dam2;
1143     int dist;
1144     int range;
1145 
1146     dam = 0;
1147     snxtitem_all(&ni, EF_LAND);
1148     while (nxtitem(&ni, &land)) {
1149 	if ((land.lnd_x == x) && (land.lnd_y == y))
1150 	    continue;
1151 	if (!feels_like_helping(land.lnd_own, attacker, victim))
1152 	    continue;
1153 
1154 	/* are we in range? */
1155 	dist = mapdist(land.lnd_x, land.lnd_y, x, y);
1156 
1157 	range = roundrange(lnd_fire_range(&land));
1158 	if (dist > range)
1159 	    continue;
1160 
1161 	dam2 = lnd_fire(&land);
1162 	putland(land.lnd_uid, &land);
1163 	if (dam2 < 0)
1164 	    continue;
1165 
1166 	if (defending)
1167 	    nreport(land.lnd_own, N_FIRE_BACK, victim, 1);
1168 	else
1169 	    nreport(land.lnd_own, N_FIRE_L_ATTACK, victim, 1);
1170 	if (pct_chance(lnd_acc(&land) - 1))
1171 	    dam2 /= 2;
1172 	dam += dam2;
1173 	if (land.lnd_own != attacker)
1174 	    wu(0, land.lnd_own,
1175 	       "%s supported %s at %s\n",
1176 	       prland(&land), cname(attacker), xyas(x, y, land.lnd_own));
1177     }
1178     return dam;
1179 }
1180 
1181 int
lnd_can_attack(struct lndstr * lp)1182 lnd_can_attack(struct lndstr *lp)
1183 {
1184     struct lchrstr *lcp = &lchr[(int)lp->lnd_type];
1185 
1186     if (lcp->l_flags & L_SUPPLY)
1187 	return 0;
1188 
1189     return 1;
1190 }
1191 
1192 /*
1193  * Increase fortification value of @lp.
1194  * Fortification costs mobility.  Use up to @mob mobility.
1195  * Return actual fortification increase.
1196  */
1197 int
lnd_fortify(struct lndstr * lp,int mob)1198 lnd_fortify(struct lndstr *lp, int mob)
1199 {
1200     int hard_amt;
1201     double mob_used, mult;
1202 
1203     if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
1204 	return 0;
1205 
1206     mob_used = MIN(lp->lnd_mobil, mob);
1207     if (mob_used < 0)
1208 	return 0;
1209 
1210     mult = has_helpful_engineer(lp->lnd_x, lp->lnd_y, lp->lnd_own)
1211 	? 1.5 : 1.0;
1212 
1213     hard_amt = (int)(mob_used * mult);
1214     if (lp->lnd_harden + hard_amt > land_mob_max) {
1215 	hard_amt = land_mob_max - lp->lnd_harden;
1216 	mob_used = ceil(hard_amt / mult);
1217     }
1218 
1219     lp->lnd_mobil -= (int)mob_used;
1220     lp->lnd_harden += hard_amt;
1221     lp->lnd_harden = MIN(lp->lnd_harden, land_mob_max);
1222 
1223     return hard_amt;
1224 }
1225 
1226 /*
1227  * Is there a engineer unit at @x,@y that can help nation @cn?
1228  */
1229 static int
has_helpful_engineer(coord x,coord y,natid cn)1230 has_helpful_engineer(coord x, coord y, natid cn)
1231 {
1232     struct nstr_item ni;
1233     struct lndstr land;
1234 
1235     snxtitem_xy(&ni, EF_LAND, x, y);
1236     while (nxtitem(&ni, &land)) {
1237 	if (relations_with(land.lnd_own, cn) != ALLIED)
1238 	    continue;
1239 	if (lchr[(int)land.lnd_type].l_flags & L_ENGINEER)
1240 	    return 1;
1241     }
1242 
1243     return 0;
1244 }
1245 
1246 /*
1247  * Set @lp's tech to @tlev along with everything else that depends on it.
1248  */
1249 void
lnd_set_tech(struct lndstr * lp,int tlev)1250 lnd_set_tech(struct lndstr *lp, int tlev)
1251 {
1252     struct lchrstr *lcp = lchr + lp->lnd_type;
1253 
1254     if (CANT_HAPPEN(tlev < lcp->l_tech))
1255 	tlev = lcp->l_tech;
1256 
1257     lp->lnd_tech = tlev;
1258 }
1259