2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure, Markus Armbruster
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.
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.
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/>.
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.
27 * assa.c: Hit the beaches!
29 * Known contributors to this file:
45 struct combat off[1]; /* assaulting ship */
46 struct combat def[1]; /* defending sector */
47 int fort_sup, ship_sup, land_sup, plane_sup;
48 struct emp_qelem olist; /* assaulting units */
49 struct emp_qelem dlist; /* defending units */
50 int ototal; /* total assaulting strength */
51 int a_engineer = 0; /* assaulter engineers are present */
52 int a_spy = 0; /* the best assaulter scout */
53 double osupport = 1.0; /* assault support */
54 double dsupport = 1.0; /* defense support */
59 struct emp_qelem *qp, *next;
63 att_combat_init(off, EF_SHIP);
64 att_combat_init(def, EF_SECTOR);
66 * Collect input from the assaulter
69 /* What are we assaulting? */
71 if (!(p = getstarg(player->argp[1], "Sector : ", buf)))
73 if (!sarg_xy(p, &def->x, &def->y))
75 if (att_abort(A_ASSAULT, NULL, def))
79 * Ask the assaulter what he wants to assault with
83 onearg(player->argp[2], "Assault from ship # ")) < 0) {
84 pr("You may only assault from one ship!\n");
87 if (att_abort(A_ASSAULT, off, def)) {
88 pr("Assault aborted\n");
92 /* Show what we're assaulting, and check treaties */
97 /* Ask about offensive support */
99 att_ask_support(3, &fort_sup, &ship_sup, &land_sup, &plane_sup);
100 if (att_abort(A_ASSAULT, off, def)) {
101 att_empty_attack(A_ASSAULT, 0, def);
105 /* Ask the player what he wants to assault with */
107 att_ask_offense(A_ASSAULT, off, def, &olist, &a_spy, &a_engineer);
108 if (att_abort(A_ASSAULT, off, def)) {
109 pr("Assault aborted\n");
110 att_empty_attack(A_ASSAULT, 0, def);
111 return att_free_lists(&olist, NULL);
114 /* If we're assaulting our own sector, end here */
115 if (def->own == player->cnum) {
117 pr("You reinforce %s with %d troops\n",
118 xyas(def->x, def->y, player->cnum), off->troops);
119 if (off->troops || !QEMPTY(&olist))
120 att_move_in_off(A_ASSAULT, off, &olist, def);
124 ototal = att_get_offense(A_ASSAULT, off, &olist, def);
125 if (att_abort(A_ASSAULT, off, def)) {
126 pr("Assault aborted\n");
127 att_empty_attack(A_ASSAULT, 0, def);
128 return att_free_lists(&olist, NULL);
132 * We have now got all the answers from the assaulter. From this point
133 * forward, we can assume that this battle is the _only_ thing
134 * happening in the game.
137 /* First, we check to see if the only thing we have are spies
138 * assaulting. If so, we try to sneak them on land. If they
139 * make it, the defenders don't see a thing. If they fail, well,
140 * the spies die, and the defenders see them. */
143 for (n = 0; n <= off->last; n++) {
144 if (off[n].type == EF_BAD)
146 ourtotal += off[n].troops * att_combat_eff(off + n);
148 for (qp = olist.q_forw; qp != &olist; qp = next) {
150 llp = (struct ulist *)qp;
151 if (lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY)
156 /* If no attacking forces (i.e. we got here with only spies)
157 * then try to sneak on-land. */
160 pr("Trying to sneak on shore...\n");
162 for (qp = olist.q_forw; qp != &olist; qp = next) {
164 llp = (struct ulist *)qp;
165 rel = relations_with(def->own, player->cnum);
166 if (chance(0.10) || rel == ALLIED || !def->own) {
167 pr("%s made it on shore safely.\n", prland(&llp->unit.land));
168 llp->unit.land.lnd_x = def->x;
169 llp->unit.land.lnd_y = def->y;
170 llp->unit.land.lnd_ship = -1;
171 putland(llp->unit.land.lnd_uid, &llp->unit.land);
173 pr("%s was spotted", prland(&llp->unit.land));
174 if (rel <= HOSTILE) {
175 wu(0, def->own, "%s spy shot and killed in %s.\n",
176 cname(player->cnum), xyas(def->x, def->y,
178 pr(" and was killed in the attempt.\n");
179 llp->unit.land.lnd_effic = 0;
180 putland(llp->unit.land.lnd_uid, &llp->unit.land);
183 wu(0, def->own, "%s spy spotted in %s.\n",
184 cname(player->cnum), xyas(def->x, def->y,
186 pr(" but made it ok.\n");
187 llp->unit.land.lnd_x = def->x;
188 llp->unit.land.lnd_y = def->y;
189 llp->unit.land.lnd_ship = -1;
190 putland(llp->unit.land.lnd_uid, &llp->unit.land);
197 /* Get the real defense */
199 att_get_defense(&olist, def, &dlist, a_spy, ototal);
201 /* Get assaulter and defender support */
203 att_get_support(A_ASSAULT, fort_sup, ship_sup, land_sup, plane_sup,
204 &olist, off, &dlist, def, &osupport, &dsupport,
206 if (att_abort(A_ASSAULT, off, def)) {
207 pr("Assault aborted\n");
208 att_empty_attack(A_ASSAULT, 0, def);
209 return att_free_lists(&olist, &dlist);
213 * Death, carnage, and destruction.
216 att_fight(A_ASSAULT, off, &olist, osupport, def, &dlist, dsupport);