2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2008, 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 * multifire.c: Fire at other sectors/ships
30 * Known contributors to this file:
42 targ_land, targ_ship, targ_sub, targ_bogus
46 struct emp_qelem queue; /* list of fired things */
47 short type; /* EF_SECTOR, EF_SHIP or EF_LAND */
50 int defdam; /* damage defenders did */
54 static int defend(struct emp_qelem *, struct emp_qelem *,
55 struct empobj *, natid, int *);
56 static void do_defdam(struct emp_qelem *, double);
57 static int quiet_bigdef(int, struct emp_qelem *, natid, natid, coord,
59 static void add_to_flist(struct emp_qelem *, struct empobj *, int, natid);
60 static void free_flist(struct emp_qelem *);
61 static struct flist *search_flist(struct emp_qelem *, struct empobj *);
66 static int ef_with_guns[] = { EF_SECTOR, EF_SHIP, EF_LAND, EF_BAD };
85 enum targ_type target;
88 struct nstr_item nbst;
94 union empobj_storage item;
95 struct emp_qelem fired, defended;
100 emp_initque(&defended);
101 if (!(p = getstarg(player->argp[1],
102 "Firing from ship(s), sect(s), or land unit(s)? ",
105 type = ef_byname_from(p, ef_with_guns);
106 if (opt_NO_FORT_FIRE && type == EF_SECTOR) {
107 pr("Fort firing is disabled.\n");
111 pr("Ships, land units or sectors only!\n");
114 if ((ptr = getstarg(player->argp[2], "Firing from? ", buf)) == 0
118 if (!snxtitem(&nbst, type, ptr))
121 if (player->aborted) {
122 pr("Fire aborted.\n");
125 while (nxtitem(&nbst, &item)) {
126 if (type == EF_LAND) {
127 if (!getland(item.land.lnd_uid, &fland))
129 if (!getsect(item.land.lnd_x, item.land.lnd_y, &fsect))
131 if (item.land.lnd_own != player->cnum)
134 if (lchr[fland.lnd_type].l_dam == 0) {
135 pr("Unit %d cannot fire!\n", fland.lnd_uid);
138 if (fland.lnd_item[I_MILIT] < 1) {
139 pr("Unit %d cannot fire because it has no military!\n",
143 if (fland.lnd_ship >= 0) {
144 pr("Unit %d cannot fire because it is on a ship!\n",
148 if (fland.lnd_land >= 0) {
149 pr("Unit %d cannot fire because it is on a land unit!\n",
153 if (fland.lnd_effic < LAND_MINFIREEFF) {
154 pr("Unit %d cannot fire because it is less than %d%% efficient\n",
155 fland.lnd_uid, LAND_MINFIREEFF);
158 if (fland.lnd_item[I_SHELL] == 0) {
159 pr("%s -- not enough shells\n", prland(&fland));
164 } else if (type == EF_SHIP) {
165 if (!getship(item.ship.shp_uid, &fship))
167 if (item.ship.shp_own != player->cnum)
169 if (item.ship.shp_item[I_MILIT] < 1) {
170 pr("Not enough mil on ship #%d\n", item.ship.shp_uid);
173 if (mchr[item.ship.shp_type].m_glim == 0) {
174 pr("Ships %d cannot fire guns!\n", item.ship.shp_uid);
177 if (item.ship.shp_item[I_GUN] == 0) {
178 pr("Not enough guns on ship #%d\n", item.ship.shp_uid);
181 if (item.ship.shp_item[I_SHELL] == 0) {
182 pr("Not enough shells on ship #%d\n", item.ship.shp_uid);
185 if (item.ship.shp_effic < 60) {
186 pr("Ship #%d is crippled!\n", item.ship.shp_uid);
192 if (!getsect(item.sect.sct_x, item.sect.sct_y, &fsect))
194 if (item.sect.sct_own != player->cnum)
196 if (item.sect.sct_type != SCT_FORTR)
198 if (item.sect.sct_effic < FORTEFF) {
199 pr("Fort not efficient enough to fire!\n");
202 if (item.sect.sct_item[I_GUN] == 0) {
203 pr("Not enough guns in sector %s!\n",
204 xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
207 if (item.sect.sct_item[I_SHELL] == 0) {
208 pr("Not enough shells in sector %s!\n",
209 xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
212 if (item.sect.sct_item[I_MILIT] < 5) {
213 pr("Not enough military in sector %s!\n",
214 xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
217 pr("\nSector %s firing\n",
218 xyas(item.sect.sct_x, item.sect.sct_y, player->cnum));
223 if ((ptr = getstarg(player->argp[3], "Firing at? ", buf)) == 0
226 if (player->aborted) {
227 pr("Fire aborted.\n");
230 if (!issector(ptr)) {
232 if (vshipno < 0 || !getship(vshipno, &vship) ||
234 pr("No such ship exists!\n");
237 target = (mchr[(int)vship.shp_type].m_flags & M_SUB) ?
238 targ_sub : targ_ship;
239 vict = vship.shp_own;
242 if (!getsect(x, y, &vsect)) {
243 pr("No such sector exists!\n");
247 if (!sarg_xy(ptr, &x, &y) || !getsect(x, y, &vsect)) {
248 pr("No such sector exists!\n");
251 /* We check the sector type, but we only use it for damage, not
252 reporting. That way, you don't get extra information you wouldn't
253 normally get. Besides, what if they want to slam water? :) */
254 if (vsect.sct_type == SCT_SANCT || vsect.sct_type == SCT_WATER)
258 vict = vsect.sct_own;
263 trange = mapdist(x, y, fx, fy);
265 if (type == EF_SHIP) {
266 if (!check_ship_ok(&fship))
268 if (fship.shp_own != player->cnum) {
269 pr("Not your ship!\n");
272 if (target == targ_sub || target == targ_ship) {
273 if (fship.shp_uid == vship.shp_uid) {
274 pr("You can't fire upon yourself!\n");
278 if ((mil = fship.shp_item[I_MILIT]) < 1) {
279 pr("Not enough military for firing crew.\n");
282 if (fship.shp_effic < 60) {
283 pr("Ship #%d is crippled (%d%%)\n",
284 fship.shp_uid, fship.shp_effic);
287 range = shp_fire_range(&fship);
288 range2 = roundrange(range);
289 pr("range is %d.00 (%.2f)\n", range2, range);
290 if (target == targ_sub
292 && (mchr[(int)fship.shp_type].m_flags & M_DCH)) {
293 dam = shp_dchrg(&fship);
295 if (target == targ_sub)
296 /* Don't tell it's a sub */
298 if (fship.shp_item[I_GUN] == 0) {
299 pr("Insufficient arms.\n");
302 dam = shp_fire(&fship);
304 putship(fship.shp_uid, &fship);
309 if (opt_NOMOBCOST == 0) {
310 fship.shp_mobil = MAX(fship.shp_mobil - 15, -100);
311 putship(fship.shp_uid, &fship);
313 } else if (type == EF_LAND) {
314 if (!check_land_ok(&fland))
316 if (fland.lnd_own != player->cnum) {
317 pr("Not your unit!\n");
321 if (target == targ_land) {
322 if (fland.lnd_x == vsect.sct_x
323 && fland.lnd_y == vsect.sct_y) {
324 pr("You can't fire upon yourself!\n");
329 if (lchr[fland.lnd_type].l_dam == 0) {
330 pr("Unit %d cannot fire!\n", fland.lnd_uid);
333 if (fland.lnd_item[I_GUN] == 0) {
334 pr("%s -- not enough guns\n", prland(&fland));
338 range = lnd_fire_range(&fland);
339 range2 = roundrange(range);
340 pr("range is %d.00 (%.2f)\n", range2, range);
341 if (target == targ_sub) {
342 /* Don't tell it's a sub */
346 dam = lnd_fire(&fland);
347 putland(fland.lnd_uid, &fland);
352 if (target == targ_ship) {
353 if (chance(lnd_acc(&fland) / 100.0))
354 dam = ldround(dam / 2.0, 1);
357 if (!check_sect_ok(&fsect))
359 if (fsect.sct_own != player->cnum ||
360 fsect.sct_type != SCT_FORTR) {
361 pr("No fortress at %s\n",
362 xyas(fsect.sct_x, fsect.sct_y, player->cnum));
365 if (target == targ_land) {
366 if (fsect.sct_x == vsect.sct_x
367 && fsect.sct_y == vsect.sct_y) {
368 pr("You can't fire upon yourself!\n");
372 if (fsect.sct_item[I_GUN] == 0) {
373 pr("Insufficient arms.\n");
376 if (fsect.sct_item[I_MILIT] < 5) {
377 pr("Not enough military for firing crew.\n");
380 dam = fort_fire(&fsect);
386 range = fortrange(&fsect);
387 range2 = roundrange(range);
388 pr("range is %d.00 (%.2f)\n", range2, range);
389 if (target == targ_sub) {
390 /* Don't tell it's a sub */
394 if (trange > range2) {
395 pr("Target out of range.\n");
401 fland.lnd_mission = 0;
402 putland(fland.lnd_uid, &fland);
405 fship.shp_mission = 0;
406 putship(fship.shp_uid, &fship);
415 if (!trechk(player->cnum, vict, SEAFIR))
419 if (!trechk(player->cnum, vict, SUBFIR))
423 if (!trechk(player->cnum, vict, LANFIR))
431 if (target == targ_land) {
432 natp = getnatp(player->cnum);
433 rel = getrel(natp, vict);
434 if ((rel != AT_WAR) && (player->cnum != vict) &&
435 (vict) && (vsect.sct_oldown != player->cnum)) {
436 pr("You're not at war with them!\n");
450 prb = range2 ? (double)trange / range2 : 1.0;
453 pr("Wind deflects shells.\n");
454 /* dam = (int)(dam / 2.0);*/
455 dam *= (90 - (random() % 11)) / 100.0;
464 nreport(player->cnum, N_SCT_SHELL, vict, 1);
465 if (vict && vict != player->cnum)
467 "Country #%d shelled sector %s for %d damage.\n",
468 player->cnum, xyas(x, y, vict), dam);
469 pr("Shells hit sector %s for %d damage.\n",
470 xyas(x, y, player->cnum), dam);
473 nreport(player->cnum, N_SHP_SHELL, vict, 1);
478 "Country #%d shelled %s in %s for %d damage.\n",
479 player->cnum, prship(&vship),
480 xyas(vship.shp_x, vship.shp_y, vict), dam);
482 pr("Shells hit %s in %s for %d damage.\n",
484 xyas(vship.shp_x, vship.shp_y, player->cnum), dam);
487 /* Ok, now, check if we had a bogus target. If so,
488 just continue on, since there is no defender. */
489 if (target == targ_bogus)
492 if (type == EF_LAND) {
493 getsect(fland.lnd_x, fland.lnd_y, &fsect);
494 attgp = (struct empobj *)&fsect;
496 totaldefdam = defend(&fired, &defended, attgp, vict, &ndefending);
499 getsect(x, y, &vsect);
500 sectdamage(&vsect, dam);
504 getship(vshipno, &vship);
505 check_retreat_and_do_shipdamage(&vship, dam);
506 if (vship.shp_effic < SHIP_MINEFF)
507 pr("%s sunk!\n", prsub(&vship));
508 else if (target == targ_sub
509 && (vship.shp_rflags & RET_DCHRGED)
510 && !(vship.shp_rflags & RET_INJURED))
511 retreat_ship(&vship, 'd');
512 putship(vship.shp_uid, &vship);
515 if ((totaldefdam == 0) && (target == targ_ship))
516 if (vship.shp_rflags & RET_HELPLESS)
517 retreat_ship(&vship, 'h');
518 switch (attgp->ef_type) {
523 if ((target == targ_ship) || (target == targ_sub)) {
524 if (fship.shp_effic > SHIP_MINEFF) {
525 shp_missdef(&fship, vict);
528 putship(fship.shp_uid, &fship);
535 free_flist(&defended);
537 odds = ((double)ndefending) / ((double)nfiring);
540 do_defdam(&fired, odds);
545 defend(struct emp_qelem *al, struct emp_qelem *dl,
546 struct empobj *attgp, natid vict, int *nd)
551 dam = quiet_bigdef(attgp->ef_type, dl, vict,
552 attgp->own, attgp->x, attgp->y, &nfiring);
556 add_to_flist(al, attgp, dam, vict);
563 do_defdam(struct emp_qelem *list, double odds)
571 struct emp_qelem *qp, *next;
573 for (qp = list->q_forw; qp != list; qp = next) {
575 fp = (struct flist *)qp;
576 if (fp->type == EF_SHIP) {
577 if (!getship(fp->uid, &ship) || !ship.shp_own)
582 pr("\nDefenders fire back!\n");
585 dam = odds * fp->defdam;
587 if (fp->type == EF_SHIP) {
589 pr("Return fire hit %s in %s for %d damage.\n",
591 xyas(ship.shp_x, ship.shp_y, player->cnum), dam);
594 "Return fire hit %s in %s for %d damage.\n",
595 prsub(&ship), xyas(ship.shp_x, ship.shp_y, vict), dam);
596 shipdamage(&ship, dam);
597 putship(ship.shp_uid, &ship);
599 CANT_HAPPEN(fp->type != EF_SECTOR);
600 getsect(fp->x, fp->y, §);
602 pr("Return fire hit sector %s for %d damage.\n",
603 xyas(fp->x, fp->y, player->cnum), dam);
604 sectdamage(§, dam);
607 wu(0, vict, "Return fire hit sector %s for %d damage.\n",
608 xyas(fp->x, fp->y, vict), dam);
610 emp_remque(&fp->queue);
616 quiet_bigdef(int type, struct emp_qelem *list, natid own, natid aown,
617 coord ax, coord ay, int *nfiring)
623 int dam, dam2, rel, rel2;
624 struct sctstr firing;
631 snxtitem_dist(&ni, EF_SHIP, ax, ay, 8);
632 while (nxtitem(&ni, &ship)) {
633 if (ship.shp_own == 0)
636 if ((mchr[ship.shp_type].m_flags & M_SUB) && type != EF_SHIP)
639 rel = getrel(getnatp(ship.shp_own), own);
640 rel2 = getrel(getnatp(ship.shp_own), aown);
641 if ((ship.shp_own != own) && ((rel != ALLIED) || (rel2 != AT_WAR)))
643 /* Don't shoot yourself */
644 if (ship.shp_own == aown)
646 if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
647 erange = torprange(&ship);
648 if (roundrange(erange) < ni.curdist)
650 if (!line_of_sight(NULL, ship.shp_x, ship.shp_y, ax, ay))
652 fp = search_flist(list, (struct empobj *)&ship);
656 dam2 = shp_torp(&ship, 0);
657 putship(ship.shp_uid, &ship);
661 if (!chance(shp_torp_hitchance(&ship, ni.curdist)))
664 erange = shp_fire_range(&ship);
665 if (roundrange(erange) < ni.curdist)
667 fp = search_flist(list, (struct empobj *)&ship);
671 dam2 = shp_fire(&ship);
672 putship(ship.shp_uid, &ship);
676 nreport(ship.shp_own, N_FIRE_BACK, player->cnum, 1);
680 add_to_flist(list, (struct empobj *)&ship, dam2, 0);
683 snxtitem_dist(&ni, EF_LAND, ax, ay, 8);
684 while (nxtitem(&ni, &land)) {
685 if (land.lnd_own == 0)
687 /* Don't shoot yourself */
688 if (land.lnd_own == aown)
691 rel = getrel(getnatp(land.lnd_own), own);
692 rel2 = getrel(getnatp(land.lnd_own), aown);
694 if ((land.lnd_own != own) && ((rel != ALLIED) || (rel2 != AT_WAR)))
697 erange = lnd_fire_range(&land);
698 if (roundrange(erange) < ni.curdist)
701 fp = search_flist(list, (struct empobj *)&land);
705 dam2 = lnd_fire(&land);
706 putland(land.lnd_uid, &land);
713 add_to_flist(list, (struct empobj *)&land, dam2, 0);
714 nreport(land.lnd_own, N_FIRE_BACK, player->cnum, 1);
719 * Determine if any nearby gun-equipped sectors are within
720 * range and able to fire at an attacker. Firing sectors
721 * need to have guns, shells, and military. Sector being
722 * attacked is x,y -- attacker is at ax,ay.
725 if (!opt_NO_FORT_FIRE) {
726 snxtsct_dist(&ns, ax, ay, 8);
727 while (nxtsct(&ns, &firing)) {
728 if (firing.sct_own == 0)
730 rel = getrel(getnatp(firing.sct_own), own);
731 rel2 = getrel(getnatp(firing.sct_own), aown);
733 if ((firing.sct_own != own) &&
734 ((rel != ALLIED) || (rel2 != AT_WAR)))
736 /* Don't shoot yourself */
737 if (firing.sct_own == aown)
739 erange = fortrange(&firing);
740 if (roundrange(erange) < ns.curdist)
743 fp = search_flist(list, (struct empobj *)&firing);
747 dam2 = fort_fire(&firing);
754 add_to_flist(list, (struct empobj *)&firing, dam2, 0);
755 nreport(firing.sct_own, N_FIRE_BACK, player->cnum, 1);
760 return *nfiring == 0 ? 0 : dam / *nfiring;
764 add_to_flist(struct emp_qelem *list,
765 struct empobj *gp, int dam, natid victim)
769 fp = malloc(sizeof(struct flist));
770 fp->type = gp->ef_type;
776 emp_insque(&fp->queue, list);
780 free_flist(struct emp_qelem *list)
782 struct emp_qelem *qp, *next;
785 for (qp = list->q_forw; qp != list; qp = next) {
787 fp = (struct flist *)qp;
788 emp_remque(&fp->queue);
794 uid_eq(struct emp_qelem *elem, void *key)
796 return ((struct flist *)elem)->uid == ((struct empobj *)key)->uid;
799 static struct flist *
800 search_flist(struct emp_qelem *list, struct empobj *gp)
802 return (struct flist *)emp_searchque(list, gp, uid_eq);