2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2011, 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:
46 struct combat off[1]; /* assaulting ship */
47 struct combat def[1]; /* defending sector */
48 int fort_sup, ship_sup, land_sup, plane_sup;
49 struct emp_qelem olist; /* assaulting units */
50 struct emp_qelem dlist; /* defending units */
51 int ototal; /* total assaulting strength */
52 int a_engineer = 0; /* assaulter engineers are present */
53 int a_spy = 0; /* the best assaulter scout */
54 double osupport = 1.0; /* assault support */
55 double dsupport = 1.0; /* defense support */
60 struct emp_qelem *qp, *next;
64 att_combat_init(off, EF_SHIP);
65 att_combat_init(def, EF_SECTOR);
67 * Collect input from the assaulter
70 /* What are we assaulting? */
72 if (!(p = getstarg(player->argp[1], "Sector : ", buf)))
74 if (!sarg_xy(p, &def->x, &def->y))
76 if (att_abort(A_ASSAULT, NULL, def))
80 * Ask the assaulter what he wants to assault with
84 onearg(player->argp[2], "Assault from ship # ")) < 0) {
85 pr("You may only assault from one ship!\n");
88 if (att_abort(A_ASSAULT, off, def)) {
89 pr("Assault aborted\n");
93 /* Show what we're assaulting, and check treaties */
98 /* Ask about offensive support */
100 att_ask_support(3, &fort_sup, &ship_sup, &land_sup, &plane_sup);
101 if (att_abort(A_ASSAULT, off, def)) {
102 att_empty_attack(A_ASSAULT, 0, def);
106 /* Ask the player what he wants to assault with */
108 att_ask_offense(A_ASSAULT, off, def, &olist, &a_spy, &a_engineer);
109 if (att_abort(A_ASSAULT, off, def)) {
110 pr("Assault aborted\n");
111 att_empty_attack(A_ASSAULT, 0, def);
112 return att_free_lists(&olist, NULL);
115 /* If we're assaulting our own sector, end here */
116 if (def->own == player->cnum) {
118 pr("You reinforce %s with %d troops\n",
119 xyas(def->x, def->y, player->cnum), off->troops);
120 if (off->troops || !QEMPTY(&olist))
121 att_move_in_off(A_ASSAULT, off, &olist, def);
125 ototal = att_get_offense(A_ASSAULT, off, &olist, def);
126 if (att_abort(A_ASSAULT, off, def)) {
127 pr("Assault aborted\n");
128 att_empty_attack(A_ASSAULT, 0, def);
129 return att_free_lists(&olist, NULL);
133 * We have now got all the answers from the assaulter. From this point
134 * forward, we can assume that this battle is the _only_ thing
135 * happening in the game.
138 /* First, we check to see if the only thing we have are spies
139 * assaulting. If so, we try to sneak them on land. If they
140 * make it, the defenders don't see a thing. If they fail, well,
141 * the spies die, and the defenders see them. */
144 for (n = 0; n <= off->last; n++) {
145 if (off[n].type == EF_BAD)
147 ourtotal += off[n].troops * att_combat_eff(off + n);
149 for (qp = olist.q_forw; qp != &olist; qp = next) {
151 llp = (struct ulist *)qp;
152 if (lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY)
157 /* If no attacking forces (i.e. we got here with only spies)
158 * then try to sneak on-land. */
161 pr("Trying to sneak on shore...\n");
163 for (qp = olist.q_forw; qp != &olist; qp = next) {
165 llp = (struct ulist *)qp;
166 rel = relations_with(def->own, player->cnum);
167 if (chance(0.10) || rel == ALLIED || !def->own) {
168 pr("%s made it on shore safely.\n", prland(&llp->unit.land));
169 llp->unit.land.lnd_x = def->x;
170 llp->unit.land.lnd_y = def->y;
171 llp->unit.land.lnd_ship = -1;
172 putland(llp->unit.land.lnd_uid, &llp->unit.land);
174 pr("%s was spotted", prland(&llp->unit.land));
175 if (rel <= HOSTILE) {
176 wu(0, def->own, "%s spy shot and killed in %s.\n",
177 cname(player->cnum), xyas(def->x, def->y,
179 pr(" and was killed in the attempt.\n");
180 llp->unit.land.lnd_effic = 0;
181 putland(llp->unit.land.lnd_uid, &llp->unit.land);
184 wu(0, def->own, "%s spy spotted in %s.\n",
185 cname(player->cnum), xyas(def->x, def->y,
187 pr(" but made it ok.\n");
188 llp->unit.land.lnd_x = def->x;
189 llp->unit.land.lnd_y = def->y;
190 llp->unit.land.lnd_ship = -1;
191 putland(llp->unit.land.lnd_uid, &llp->unit.land);
198 /* Get the real defense */
200 att_get_defense(&olist, def, &dlist, a_spy, ototal);
202 /* Get assaulter and defender support */
204 att_get_support(A_ASSAULT, fort_sup, ship_sup, land_sup, plane_sup,
205 &olist, off, &dlist, def, &osupport, &dsupport,
207 if (att_abort(A_ASSAULT, off, def)) {
208 pr("Assault aborted\n");
209 att_empty_attack(A_ASSAULT, 0, def);
210 return att_free_lists(&olist, &dlist);
214 * Death, carnage, and destruction.
217 att_fight(A_ASSAULT, off, &olist, osupport, def, &dlist, dsupport);