2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2009, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program 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 2 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, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future projects/authors will amend these files as needed.
28 * assa.c: Hit the beaches!
30 * Known contributors to this file:
47 struct combat off[1]; /* assaulting ship */
48 struct combat def[1]; /* defending sector */
49 int fort_sup, ship_sup, land_sup, plane_sup;
50 struct emp_qelem olist; /* assaulting units */
51 struct emp_qelem dlist; /* defending units */
52 int ototal; /* total assaulting strength */
53 int a_engineer = 0; /* assaulter engineers are present */
54 int a_spy = 0; /* the best assaulter scout */
55 double osupport = 1.0; /* assault support */
56 double dsupport = 1.0; /* defense support */
61 struct emp_qelem *qp, *next;
65 att_combat_init(off, EF_SHIP);
66 att_combat_init(def, EF_SECTOR);
68 * Collect input from the assaulter
71 /* What are we assaulting? */
73 if (!(p = getstarg(player->argp[1], "Sector : ", buf)))
75 if (!sarg_xy(p, &def->x, &def->y))
77 if (att_abort(A_ASSAULT, 0, def))
81 * Ask the assaulter what he wants to assault with
85 onearg(player->argp[2], "Assault from ship # ")) < 0) {
86 pr("You may only assault from one ship!\n");
89 if (att_abort(A_ASSAULT, off, def)) {
90 pr("Assault aborted\n");
94 /* Show what we're assaulting, and check treaties */
99 /* Ask about offensive support */
101 att_ask_support(3, &fort_sup, &ship_sup, &land_sup, &plane_sup);
102 if (att_abort(A_ASSAULT, off, def)) {
103 att_empty_attack(A_ASSAULT, 0, def);
107 /* Ask the player what he wants to assault with */
109 att_ask_offense(A_ASSAULT, off, def, &olist, &a_spy, &a_engineer);
110 if (att_abort(A_ASSAULT, off, def)) {
111 pr("Assault aborted\n");
112 att_empty_attack(A_ASSAULT, 0, def);
113 return att_free_lists(&olist, 0);
116 /* If we're assaulting our own sector, end here */
117 if (def->own == player->cnum) {
119 pr("You reinforce %s with %d troops\n",
120 xyas(def->x, def->y, player->cnum), off->troops);
121 if (off->troops || !QEMPTY(&olist))
122 att_move_in_off(A_ASSAULT, off, &olist, def);
126 ototal = att_get_offense(A_ASSAULT, off, &olist, def);
127 if (att_abort(A_ASSAULT, off, def)) {
128 pr("Assault aborted\n");
129 att_empty_attack(A_ASSAULT, 0, def);
130 return att_free_lists(&olist, 0);
134 * We have now got all the answers from the assaulter. From this point
135 * forward, we can assume that this battle is the _only_ thing
136 * happening in the game.
139 /* First, we check to see if the only thing we have are spies
140 * assaulting. If so, we try to sneak them on land. If they
141 * make it, the defenders don't see a thing. If they fail, well,
142 * the spies die, and the defenders see them. */
145 for (n = 0; n <= off->last; n++) {
146 if (off[n].type == EF_BAD)
148 ourtotal += off[n].troops * att_combat_eff(off + n);
150 for (qp = olist.q_forw; qp != &olist; qp = next) {
152 llp = (struct ulist *)qp;
153 if (lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY)
158 /* If no attacking forces (i.e. we got here with only spies)
159 * then try to sneak on-land. */
162 pr("Trying to sneak on shore...\n");
164 for (qp = olist.q_forw; qp != &olist; qp = next) {
166 llp = (struct ulist *)qp;
167 rel = getrel(getnatp(def->own), player->cnum);
168 if (chance(0.10) || rel == ALLIED || !def->own) {
169 pr("%s made it on shore safely.\n", prland(&llp->unit.land));
170 llp->unit.land.lnd_x = def->x;
171 llp->unit.land.lnd_y = def->y;
172 llp->unit.land.lnd_ship = -1;
173 putland(llp->unit.land.lnd_uid, &llp->unit.land);
175 pr("%s was spotted", prland(&llp->unit.land));
176 if (rel == HOSTILE || rel == AT_WAR || rel == SITZKRIEG ||
177 rel == MOBILIZATION) {
178 wu(0, def->own, "%s spy shot and killed in %s.\n",
179 cname(player->cnum), xyas(def->x, def->y,
181 pr(" and was killed in the attempt.\n");
182 llp->unit.land.lnd_effic = 0;
183 putland(llp->unit.land.lnd_uid, &llp->unit.land);
184 lnd_delete(llp, NULL);
186 wu(0, def->own, "%s spy spotted in %s.\n",
187 cname(player->cnum), xyas(def->x, def->y,
189 pr(" but made it ok.\n");
190 llp->unit.land.lnd_x = def->x;
191 llp->unit.land.lnd_y = def->y;
192 llp->unit.land.lnd_ship = -1;
193 putland(llp->unit.land.lnd_uid, &llp->unit.land);
200 /* Get the real defense */
202 att_get_defense(&olist, def, &dlist, a_spy, ototal);
204 /* Get assaulter and defender support */
206 att_get_support(A_ASSAULT, fort_sup, ship_sup, land_sup, plane_sup,
207 &olist, off, &dlist, def, &osupport, &dsupport,
209 if (att_abort(A_ASSAULT, off, def)) {
210 pr("Assault aborted\n");
211 att_empty_attack(A_ASSAULT, 0, def);
212 return att_free_lists(&olist, &dlist);
216 * Death, carnage, and destruction.
219 att_fight(A_ASSAULT, off, &olist, osupport, def, &dlist, dsupport);