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:
32 * Markus Armbruster, 2004-2008
43 targ_land, targ_ship, targ_sub, targ_bogus
47 struct emp_qelem queue; /* list of fired things */
48 short type; /* EF_SECTOR, EF_SHIP or EF_LAND */
51 int defdam; /* damage defenders did */
55 static int defend(struct emp_qelem *, struct emp_qelem *,
56 struct empobj *, natid, int *);
57 static void do_defdam(struct emp_qelem *, double);
58 static int quiet_bigdef(int, struct emp_qelem *, natid, natid, coord,
60 static void add_to_flist(struct emp_qelem *, struct empobj *, int, natid);
61 static void free_flist(struct emp_qelem *);
62 static struct flist *search_flist(struct emp_qelem *, struct empobj *);
67 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");
455 nreport(player->cnum, N_SCT_SHELL, vict, 1);
456 if (vict && vict != player->cnum)
458 "Country #%d shelled sector %s for %d damage.\n",
459 player->cnum, xyas(x, y, vict), dam);
460 pr("Shells hit sector %s for %d damage.\n",
461 xyas(x, y, player->cnum), dam);
464 nreport(player->cnum, N_SHP_SHELL, vict, 1);
469 "Country #%d shelled %s in %s for %d damage.\n",
470 player->cnum, prship(&vship),
471 xyas(vship.shp_x, vship.shp_y, vict), dam);
473 pr("Shells hit %s in %s for %d damage.\n",
475 xyas(vship.shp_x, vship.shp_y, player->cnum), dam);
478 /* Ok, now, check if we had a bogus target. If so,
479 just continue on, since there is no defender. */
480 if (target == targ_bogus)
483 if (type == EF_LAND) {
484 getsect(fland.lnd_x, fland.lnd_y, &fsect);
485 attgp = (struct empobj *)&fsect;
487 totaldefdam = defend(&fired, &defended, attgp, vict, &ndefending);
490 getsect(x, y, &vsect);
491 sectdamage(&vsect, dam);
495 getship(vshipno, &vship);
496 check_retreat_and_do_shipdamage(&vship, dam);
497 if (vship.shp_effic < SHIP_MINEFF)
498 pr("%s sunk!\n", prsub(&vship));
499 else if (target == targ_sub
500 && (vship.shp_rflags & RET_DCHRGED)
501 && !(vship.shp_rflags & RET_INJURED))
502 retreat_ship(&vship, 'd');
503 putship(vship.shp_uid, &vship);
506 if ((totaldefdam == 0) && (target == targ_ship))
507 if (vship.shp_rflags & RET_HELPLESS)
508 retreat_ship(&vship, 'h');
509 switch (attgp->ef_type) {
514 if ((target == targ_ship) || (target == targ_sub)) {
515 if (fship.shp_effic > SHIP_MINEFF) {
516 shp_missdef(&fship, vict);
519 putship(fship.shp_uid, &fship);
526 free_flist(&defended);
528 odds = ((double)ndefending) / ((double)nfiring);
531 do_defdam(&fired, odds);
536 defend(struct emp_qelem *al, struct emp_qelem *dl,
537 struct empobj *attgp, natid vict, int *nd)
542 dam = quiet_bigdef(attgp->ef_type, dl, vict,
543 attgp->own, attgp->x, attgp->y, &nfiring);
547 add_to_flist(al, attgp, dam, vict);
554 do_defdam(struct emp_qelem *list, double odds)
562 struct emp_qelem *qp, *next;
564 for (qp = list->q_forw; qp != list; qp = next) {
566 fp = (struct flist *)qp;
567 if (fp->type == EF_SHIP) {
568 if (!getship(fp->uid, &ship) || !ship.shp_own)
573 pr("\nDefenders fire back!\n");
576 dam = odds * fp->defdam;
578 if (fp->type == EF_SHIP) {
580 pr("Return fire hit %s in %s for %d damage.\n",
582 xyas(ship.shp_x, ship.shp_y, player->cnum), dam);
585 "Return fire hit %s in %s for %d damage.\n",
586 prsub(&ship), xyas(ship.shp_x, ship.shp_y, vict), dam);
587 shipdamage(&ship, dam);
588 putship(ship.shp_uid, &ship);
590 CANT_HAPPEN(fp->type != EF_SECTOR);
591 getsect(fp->x, fp->y, §);
593 pr("Return fire hit sector %s for %d damage.\n",
594 xyas(fp->x, fp->y, player->cnum), dam);
595 sectdamage(§, dam);
598 wu(0, vict, "Return fire hit sector %s for %d damage.\n",
599 xyas(fp->x, fp->y, vict), dam);
601 emp_remque(&fp->queue);
607 quiet_bigdef(int type, struct emp_qelem *list, natid own, natid aown,
608 coord ax, coord ay, int *nfiring)
614 int dam, dam2, rel, rel2;
615 struct sctstr firing;
622 snxtitem_dist(&ni, EF_SHIP, ax, ay, 8);
623 while (nxtitem(&ni, &ship)) {
624 if (ship.shp_own == 0)
627 if ((mchr[ship.shp_type].m_flags & M_SUB) && type != EF_SHIP)
630 rel = getrel(getnatp(ship.shp_own), own);
631 rel2 = getrel(getnatp(ship.shp_own), aown);
632 if ((ship.shp_own != own) && ((rel != ALLIED) || (rel2 != AT_WAR)))
634 /* Don't shoot yourself */
635 if (ship.shp_own == aown)
637 if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
638 erange = torprange(&ship);
639 if (roundrange(erange) < ni.curdist)
641 if (!line_of_sight(NULL, ship.shp_x, ship.shp_y, ax, ay))
643 fp = search_flist(list, (struct empobj *)&ship);
647 dam2 = shp_torp(&ship, 0);
648 putship(ship.shp_uid, &ship);
652 if (!chance(shp_torp_hitchance(&ship, ni.curdist)))
655 erange = shp_fire_range(&ship);
656 if (roundrange(erange) < ni.curdist)
658 fp = search_flist(list, (struct empobj *)&ship);
662 dam2 = shp_fire(&ship);
663 putship(ship.shp_uid, &ship);
667 nreport(ship.shp_own, N_FIRE_BACK, player->cnum, 1);
671 add_to_flist(list, (struct empobj *)&ship, dam2, 0);
674 snxtitem_dist(&ni, EF_LAND, ax, ay, 8);
675 while (nxtitem(&ni, &land)) {
676 if (land.lnd_own == 0)
678 /* Don't shoot yourself */
679 if (land.lnd_own == aown)
682 rel = getrel(getnatp(land.lnd_own), own);
683 rel2 = getrel(getnatp(land.lnd_own), aown);
685 if ((land.lnd_own != own) && ((rel != ALLIED) || (rel2 != AT_WAR)))
688 erange = lnd_fire_range(&land);
689 if (roundrange(erange) < ni.curdist)
692 fp = search_flist(list, (struct empobj *)&land);
696 dam2 = lnd_fire(&land);
697 putland(land.lnd_uid, &land);
704 add_to_flist(list, (struct empobj *)&land, dam2, 0);
705 nreport(land.lnd_own, N_FIRE_BACK, player->cnum, 1);
710 * Determine if any nearby gun-equipped sectors are within
711 * range and able to fire at an attacker. Firing sectors
712 * need to have guns, shells, and military. Sector being
713 * attacked is x,y -- attacker is at ax,ay.
716 if (!opt_NO_FORT_FIRE) {
717 snxtsct_dist(&ns, ax, ay, 8);
718 while (nxtsct(&ns, &firing)) {
719 if (firing.sct_own == 0)
721 rel = getrel(getnatp(firing.sct_own), own);
722 rel2 = getrel(getnatp(firing.sct_own), aown);
724 if ((firing.sct_own != own) &&
725 ((rel != ALLIED) || (rel2 != AT_WAR)))
727 /* Don't shoot yourself */
728 if (firing.sct_own == aown)
730 erange = fortrange(&firing);
731 if (roundrange(erange) < ns.curdist)
734 fp = search_flist(list, (struct empobj *)&firing);
738 dam2 = fort_fire(&firing);
745 add_to_flist(list, (struct empobj *)&firing, dam2, 0);
746 nreport(firing.sct_own, N_FIRE_BACK, player->cnum, 1);
751 return *nfiring == 0 ? 0 : dam / *nfiring;
755 add_to_flist(struct emp_qelem *list,
756 struct empobj *gp, int dam, natid victim)
760 fp = malloc(sizeof(struct flist));
761 fp->type = gp->ef_type;
767 emp_insque(&fp->queue, list);
771 free_flist(struct emp_qelem *list)
773 struct emp_qelem *qp, *next;
776 for (qp = list->q_forw; qp != list; qp = next) {
778 fp = (struct flist *)qp;
779 emp_remque(&fp->queue);
785 uid_eq(struct emp_qelem *elem, void *key)
787 return ((struct flist *)elem)->uid == ((struct empobj *)key)->uid;
790 static struct flist *
791 search_flist(struct emp_qelem *list, struct empobj *gp)
793 return (struct flist *)emp_searchque(list, gp, uid_eq);