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
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:
32 * Markus Armbruster, 2009-2016
43 static int only_spies(struct combat[], struct emp_qelem *);
44 static void sneak_ashore(struct combat[], struct emp_qelem *,
50 struct combat off[1]; /* assaulting ship */
51 struct combat def[1]; /* defending sector */
52 int fort_sup, ship_sup, land_sup, plane_sup;
53 struct emp_qelem olist; /* assaulting units */
54 struct emp_qelem dlist; /* defending units */
55 int ototal; /* total assaulting strength */
56 int a_engineer = 0; /* assaulter engineers are present */
57 int a_spy = 0; /* the best assaulter scout */
58 double osupport = 1.0; /* assault support */
59 double dsupport = 1.0; /* defense support */
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 */
95 /* Ask about offensive support */
97 att_ask_support(3, &fort_sup, &ship_sup, &land_sup, &plane_sup);
98 if (att_abort(A_ASSAULT, off, def)) {
99 att_empty_attack(A_ASSAULT, 0, def);
103 /* Ask the player what he wants to assault with */
105 att_ask_offense(A_ASSAULT, off, def, &olist, &a_spy, &a_engineer);
106 if (att_abort(A_ASSAULT, off, def)) {
107 pr("Assault aborted\n");
108 att_empty_attack(A_ASSAULT, 0, def);
109 return att_free_lists(&olist, NULL);
112 /* If we're assaulting our own sector, end here */
113 if (def->own == player->cnum) {
115 pr("You reinforce %s with %d troops\n",
116 xyas(def->x, def->y, player->cnum), off->troops);
117 if (off->troops || !QEMPTY(&olist))
118 att_move_in_off(A_ASSAULT, off, &olist, def);
122 /* If only spies assault, try to sneak them ashore */
123 if (only_spies(off, &olist)) {
124 sneak_ashore(off, &olist, def);
128 ototal = att_get_offense(A_ASSAULT, off, &olist, def);
129 if (att_abort(A_ASSAULT, off, def)) {
130 pr("Assault aborted\n");
131 att_empty_attack(A_ASSAULT, 0, def);
132 return att_free_lists(&olist, NULL);
136 * We have now got all the answers from the assaulter. From this point
137 * forward, we can assume that this battle is the _only_ thing
138 * happening in the game.
141 /* Get the real defense */
143 att_get_defense(&olist, def, &dlist, a_spy, ototal);
145 /* Get assaulter and defender support */
147 att_get_support(A_ASSAULT, fort_sup, ship_sup, land_sup, plane_sup,
148 &olist, off, &dlist, def, &osupport, &dsupport,
150 if (att_abort(A_ASSAULT, off, def)) {
151 pr("Assault aborted\n");
152 att_empty_attack(A_ASSAULT, 0, def);
153 return att_free_lists(&olist, &dlist);
157 * Death, carnage, and destruction.
160 att_fight(A_ASSAULT, off, &olist, osupport, def, &dlist, dsupport);
166 only_spies(struct combat off[], struct emp_qelem *olist)
169 struct emp_qelem *qp;
172 for (n = 0; n <= off->last; n++) {
173 if (off[n].type == EF_BAD)
179 for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
180 llp = (struct ulist *)qp;
181 if (!(lchr[llp->unit.land.lnd_type].l_flags & L_SPY))
189 sneak_ashore(struct combat off[], struct emp_qelem *olist,
192 struct emp_qelem *qp;
197 pr("Trying to sneak on shore...\n");
199 att_move_land(A_ASSAULT, off, olist, def);
201 for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
202 llp = (struct ulist *)qp;
203 lp = &llp->unit.land;
204 rel = relations_with(def->own, player->cnum);
205 if (rel == ALLIED || !def->own
206 || !chance(LND_SPY_DETECT_CHANCE(lp->lnd_effic / 2))) {
207 /* eff/2 because this is hard */
208 pr("%s made it on shore safely.\n", prland(lp));
210 pr("%s was spotted", prland(lp));
211 if (rel <= HOSTILE) {
212 wu(0, def->own, "%s spy shot and killed in %s.\n",
213 cname(player->cnum), xyas(def->x, def->y,
215 pr(" and was killed in the attempt.\n");
218 wu(0, def->own, "%s spy spotted in %s.\n",
219 cname(player->cnum), xyas(def->x, def->y,
221 pr(" but made it OK.\n");