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 * attsub.c: Attack subroutines
29 * Known contributors to this file:
31 * Steve McClure, 1996-2000
32 * Markus Armbruster, 2006-2009
49 #include "prototypes.h"
54 #define CASUALTY_LUMP 1 /* How big casualty chunks should be */
56 static void ask_olist(int combat_mode, struct combat *off,
57 struct combat *def, struct emp_qelem *olist,
58 char *land_answer, int *a_spyp, int *a_engineerp);
59 static void take_move_in_mob(int combat_mode, struct ulist *llp,
60 struct combat *off, struct combat *def);
61 static void move_in_land(int combat_mode, struct combat *off,
62 struct emp_qelem *olist, struct combat *def);
63 static void ask_move_in(struct combat *off, struct emp_qelem *olist,
65 static void ask_move_in_off(struct combat *off, struct combat *def);
67 static int board_abort(struct combat *off, struct combat *def);
68 static int land_board_abort(struct combat *off, struct combat *def);
69 static int ask_off(int combat_mode, struct combat *off,
71 static void get_dlist(struct combat *def, struct emp_qelem *, int a_spy,
73 static int get_ototal(int combat_mode, struct combat *off,
74 struct emp_qelem *olist, double osupport, int check);
75 static int get_dtotal(struct combat *def, struct emp_qelem *list,
76 double dsupport, int check);
77 static double att_calcodds(int, int);
78 static int take_casualty(int combat_mode, struct combat *off,
79 struct emp_qelem *olist);
81 static void send_reacting_units_home(struct emp_qelem *list);
82 static int take_def(int combat_mode, struct emp_qelem *list,
83 struct combat *off, struct combat *def);
85 static int get_oland(int, struct ulist *);
86 static int get_dland(struct combat *, struct ulist *);
89 /* must match combat types in combat.h */
90 "defend", "attack", "assault", "paradrop", "board", "lboard"
95 * The principal object in this code is the "combat" object. A combat object
96 * is either a sector or ship. There are
97 * usually two instances of this, the "def" or defense combat object, and
98 * the array of "off" or offense objects. The number of offense objects is
99 * determined by the value of off->last (e.g. more than one attacking sector).
100 * the type of the object is determined by combat->type which can take the
101 * values EF_SECTOR, EF_SHIP, EF_PLANE, or EF_BAD. Another important parameter
102 * which is often passed to these functions is combat_mode. This can take
103 * the value A_DEFEND, A_ATTACK, A_ASSAULT, A_PARA, A_BOARD and A_LBOARD.
104 * As these six modes of being in combat affect things like mobcost and combat
105 * value, there are often switches made on combat_mode. Note that in all cases
106 * no mobility is taken from sectors, ships, or land units until the player
107 * has committed to a fight. Instead, the cost is temporarily placed in
108 * combat->mobcost, or llp->mobil as the case may be, and then when the object
109 * is "put" back onto disk, then the amounts in these variables are subtracted
110 * from the object's mobility. It needs to be done this way as the objects
111 * are constantly being re-read from disk, and we don't want to take any mob
112 * unless a fight actually occurrs.
116 /* initialize combat object */
119 att_combat_init(struct combat *com, int type)
121 memset(com, 0, sizeof(*com));
126 /* print a combat object with optional preposition */
129 pr_com(int inon, struct combat *com, natid who)
131 if (com->type == EF_SECTOR) {
133 inon ? inon == 1 ? "in " : "into " : "",
134 xyas(com->x, com->y, who));
135 } else if (com->type == EF_SHIP) {
136 return prbuf("%s%s %s(#%d)",
137 inon ? inon == 1 ? "on " : "onto " : "",
138 com->shp_mcp->m_name, com->shp_name, com->shp_uid);
139 } else if (com->type == EF_LAND) {
140 return prbuf("%s%s #%d",
141 inon ? inon == 1 ? "on " : "onto " : "",
142 com->lnd_lcp->l_name, com->lnd_uid);
144 return "your forces";
149 prcom(int inon, struct combat *com)
151 return pr_com(inon, com, player->cnum);
155 * This is the combat object "type" based integrity check. It basically
156 * splits along three divisions: ship/sector, attacker/defender,
157 * first time/not first time.
161 att_get_combat(struct combat *com, int isdef)
175 if (!getsect(com->x, com->y, §)) {
176 pr("Bad sector: %s\n", xyas(com->x, com->y, player->cnum));
177 return att_combat_init(com, EF_BAD);
179 com->sct_type = sect.sct_type;
180 com->sct_dcp = &dchr[sect.sct_type];
181 mil = sect.sct_item[I_MILIT];
182 pstage = sect.sct_pstage;
183 owner = sect.sct_own;
184 eff = sect.sct_effic;
185 mob = sect.sct_mobil;
190 if (!getland(com->lnd_uid, &land) || !land.lnd_own) {
192 pr("Land unit #%d is not in the same sector!\n",
194 return att_combat_init(com, EF_BAD);
196 if (isdef && player->owner) {
197 pr("Boarding yourself? Try using the 'load' command.\n");
198 return att_combat_init(com, EF_BAD);
200 com->lnd_lcp = &lchr[(int)land.lnd_type];
201 mil = land.lnd_item[I_MILIT];
202 pstage = land.lnd_pstage;
203 owner = land.lnd_own;
204 eff = land.lnd_effic;
205 mob = land.lnd_mobil;
210 if (!getship(com->shp_uid, &ship) || !ship.shp_own) {
212 pr("Ship #%d is not in the same sector!\n", com->shp_uid);
214 pr("Ship #%d is not your ship!\n", com->shp_uid);
215 return att_combat_init(com, EF_BAD);
218 if (isdef && player->owner && ontradingblock(EF_SHIP, &ship)) {
219 pr("%s is on the trading block.\n", prcom(0, com));
220 return att_combat_init(com, EF_BAD);
223 if (isdef && player->owner) {
224 pr("Boarding yourself? Try using the 'tend' command.\n");
225 return att_combat_init(com, EF_BAD);
227 com->shp_mcp = &mchr[(int)ship.shp_type];
228 strncpy(com->shp_name, ship.shp_name, MAXSHPNAMLEN);
229 if (!isdef && !player->owner) {
231 pr("%s was just sunk!\n", prcom(0, com));
233 pr("Ship #%d is not your ship!\n", com->shp_uid);
234 return att_combat_init(com, EF_BAD);
236 mil = ship.shp_item[I_MILIT];
237 pstage = ship.shp_pstage;
238 owner = ship.shp_own;
239 eff = ship.shp_effic;
240 mob = ship.shp_mobil;
249 return att_combat_init(com, EF_BAD);
252 if (!com->set) { /* first time */
253 if (isdef) { /* defender */
255 } else { /* attacker */
257 pr("No mil %s\n", prcom(1, com));
259 pr("Only 1 mil %s\n", prcom(1, com));
260 /* don't abandon attacking sectors or ships */
261 com->troops = MAX(0, mil - 1);
263 com->plague = pstage == PLG_INFECT;
264 } else { /* not first time */
265 if (isdef) { /* defender */
266 if (com->x != x || com->y != y) {
267 pr("%s has moved!\n", prcom(0, com));
268 return att_combat_init(com, EF_BAD);
270 if (owner != com->own) {
272 pr("WARNING: The ownership of %s just changed from %s to %s!\n",
273 prcom(0, com), cname(com->own), cname(owner));
274 } else if (com->type == EF_SECTOR) {
275 pr("WARNING: %s just abandoned sector %s!\n",
277 xyas(com->x, com->y, player->cnum));
281 pr("WARNING: The enemy mil %s just %s from %d to %d!\n",
283 com->mil < mil ? "increased" : "decreased", com->mil,
286 } else { /* attacker */
287 if (owner != com->own && owner != player->cnum) {
288 /* must be EF_SECTOR */
290 pr("WARNING: Your %d mil in %s were destroyed because %s just took the sector!\n",
291 com->mil, xyas(com->x, com->y, player->cnum),
294 pr("%s just took %s!\n",
295 cname(owner), xyas(com->x, com->y, player->cnum));
296 return att_combat_init(com, EF_BAD);
298 if (com->troops && com->troops + 1 > mil) {
299 if (com->own == owner && player->cnum == owner)
301 pr("WARNING: Your mil %s has been reduced from %d to %d!\n",
302 prcom(1, com), com->troops, MAX(0, mil - 1));
303 com->troops = MAX(0, mil - 1);
318 * In the course of the fight, the combat object may have lost mil, eff, or
319 * mobility. This is the place where the data in the object gets flushed to
320 * disk to make it "real".
324 put_combat(struct combat *com)
333 getsect(com->x, com->y, §);
334 sect.sct_type = com->sct_type;
335 deff = sect.sct_effic - com->eff;
337 sect.sct_road -= sect.sct_road * deff / 100.0;
338 sect.sct_rail -= sect.sct_rail * deff / 100.0;
339 sect.sct_defense -= sect.sct_defense * deff / 100.0;
340 if (sect.sct_road <= 0)
342 if (sect.sct_rail <= 0)
344 if (sect.sct_defense <= 0)
345 sect.sct_defense = 0;
347 sect.sct_effic = com->eff;
349 if (opt_MOB_ACCESS) {
350 if ((com->mob - com->mobcost) < -127)
351 sect.sct_mobil = -127;
353 sect.sct_mobil = com->mob - com->mobcost;
355 if ((com->mob - com->mobcost) < 0)
358 sect.sct_mobil = com->mob - com->mobcost;
361 sect.sct_own = com->own;
363 if (sect.sct_pstage == PLG_HEALTHY)
364 sect.sct_pstage = PLG_EXPOSED;
366 sect.sct_item[I_MILIT] = com->mil;
368 com->own = sect.sct_own; /* avoid WARNING if sector reverts */
371 getland(com->lnd_uid, &land);
372 land.lnd_effic = com->eff;
374 if (com->mob - com->mobcost < -127)
375 land.lnd_mobil = -127;
377 land.lnd_mobil = (signed char)(com->mob - com->mobcost);
379 land.lnd_own = com->own;
381 if (land.lnd_pstage == PLG_HEALTHY)
382 land.lnd_pstage = PLG_EXPOSED;
384 if (!(com->lnd_lcp->l_flags & L_SPY))
385 land.lnd_item[I_MILIT] = com->mil;
386 if (com->own == player->cnum) {
387 land.lnd_mission = 0;
389 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
391 putland(com->lnd_uid, &land);
394 getship(com->shp_uid, &ship);
395 ship.shp_effic = com->eff;
397 if (com->mob - com->mobcost < -127)
398 ship.shp_mobil = -127;
400 ship.shp_mobil = (signed char)(com->mob - com->mobcost);
402 ship.shp_own = com->own;
404 if (ship.shp_pstage == PLG_HEALTHY)
405 ship.shp_pstage = PLG_EXPOSED;
407 ship.shp_item[I_MILIT] = com->mil;
408 if (com->own == player->cnum) {
409 ship.shp_mission = 0;
411 memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
413 putship(com->shp_uid, &ship);
416 att_get_combat(com, com->own != player->cnum);
419 /* If pre-attack, abort fight. If post-attack, don't move anything in */
424 return player->aborted = 1;
428 * This is the combat_mode based integrity check. It splits among two main
429 * divisions: first time/not first time, and attack/assault/para/board.
433 att_abort(int combat_mode, struct combat *off, struct combat *def)
439 if (att_get_combat(def, 1) < 0)
440 return abort_attack();
442 if (off && combat_mode != A_ATTACK) {
443 if (att_get_combat(off, 0) < 0)
444 return abort_attack();
445 if (off->type == EF_SHIP &&
446 !(off->x == def->x && off->y == def->y) &&
447 (!getsect(off->x, off->y, §) ||
448 sect.sct_type != SCT_WATER)) {
449 pr("%s can not %s from that far inland!\n",
450 prcom(0, off), att_mode[combat_mode]);
451 return abort_attack();
454 switch (combat_mode) {
456 if (!neigh(def->x, def->y, player->cnum) &&
457 !adj_units(def->x, def->y, player->cnum)) {
458 pr("You are not adjacent to %s\n",
459 xyas(def->x, def->y, player->cnum));
460 return abort_attack();
462 if (def->own == player->cnum) {
463 pr("You can't attack your own sector.\n");
464 return abort_attack();
468 if (off && mapdist(off->x, off->y, def->x, def->y) > 1) {
469 pr("You'll have to get there first...\n");
470 return abort_attack();
472 if (off && def->sct_type == SCT_MOUNT) {
473 pr("You can't assault a %s sector!\n", def->sct_dcp->d_name);
474 return abort_attack();
478 if (def->own == player->cnum) {
479 pr("You can't air-assault your own sector.\n");
480 return abort_attack();
482 if (off && (def->sct_type == SCT_MOUNT ||
483 def->sct_type == SCT_WATER ||
484 def->sct_type == SCT_CAPIT ||
485 def->sct_type == SCT_FORTR ||
486 def->sct_type == SCT_WASTE)) {
487 pr("You can't air-assault a %s sector!\n",
488 def->sct_dcp->d_name);
489 return abort_attack();
493 return board_abort(off, def);
495 return land_board_abort(off, def);
498 if (off && def->sct_dcp->d_mob0 < 0) {
499 pr("You can't %s a %s sector!\n",
500 att_mode[combat_mode], def->sct_dcp->d_name);
501 return abort_attack();
503 if (!off || off->relations_checked)
505 off->relations_checked = 1;
508 setcont(player->cnum, def->own, FOUND_SPY);
509 setcont(def->own, player->cnum, FOUND_SPY);
516 * Lots of special things need to be checked for boarding, so I put it in
521 board_abort(struct combat *off, struct combat *def)
523 struct shpstr aship, dship; /* for tech levels */
526 if (att_get_combat(def, 1) < 0)
527 return abort_attack();
532 if (att_get_combat(off, 0) < 0)
533 return abort_attack();
535 if (off->x != def->x || off->y != def->y) {
536 pr("Ship #%d is not in the same sector!\n", def->shp_uid);
537 return abort_attack();
539 if (off->type == EF_SHIP) {
541 pr("%s has no mobility!\n", prcom(0, off));
542 return abort_attack();
544 getship(off->shp_uid, &aship);
545 getship(def->shp_uid, &dship);
546 if (techfact(aship.shp_tech, shp_speed(&aship)) * off->eff
547 <= techfact(dship.shp_tech, shp_speed(&dship)) * def->eff) {
548 pr("Victim ship moves faster than you do!\n");
551 "%s (#%d) %s failed to catch %s\n",
552 cname(aship.shp_own), aship.shp_own,
553 pr_com(0, off, def->own), pr_com(0, def, def->own));
554 return abort_attack();
556 } else if (off->type != EF_SECTOR) {
557 pr("Please tell the deity that you got the 'banana boat' error\n");
558 return abort_attack();
560 if (def->shp_mcp->m_flags & M_SUB) {
561 getsect(def->x, def->y, §);
562 if (sect.sct_type == SCT_WATER) {
563 pr("You can't board a submarine!\n");
564 return abort_attack();
571 * Lots of special things need to be checked for boarding, so I put it in
573 * STM - I copied it for land unit boarding. :)
577 land_board_abort(struct combat *off, struct combat *def)
579 if (att_get_combat(def, 1) < 0)
580 return abort_attack();
585 if (att_get_combat(off, 0) < 0)
586 return abort_attack();
588 if (off->x != def->x || off->y != def->y) {
589 pr("Land unit #%d is not in the same sector!\n", def->lnd_uid);
590 return abort_attack();
596 /* If we are boarding, then the defending ship gets a chance to fire back */
598 att_approach(struct combat *off, struct combat *def)
604 pr("Approaching %s...\n", prcom(0, def));
607 "%s is being approached by %s...\n",
608 pr_com(0, def, def->own), pr_com(0, off, def->own));
609 if (!(dam = shipdef(player->cnum, def->own, def->x, def->y)))
612 pr("They're firing at us sir!\n");
615 "Your fleet at %s does %d damage to %s\n",
616 xyas(def->x, def->y, def->own), dam, pr_com(0, off, def->own));
618 if (off->type == EF_SECTOR) {
619 getsect(off->x, off->y, §);
620 sectdamage(§, dam);
622 pr("Enemy fleet at %s does %d damage to %s\n",
623 xyas(def->x, def->y, player->cnum), dam, prcom(0, off));
624 } else if (off->type == EF_SHIP) {
625 getship(off->shp_uid, &ship);
626 shipdamage(&ship, dam);
627 putship(off->shp_uid, &ship);
628 if (def->own && ship.shp_effic < SHIP_MINEFF) {
629 wu(0, def->own, "%s sunk!\n", pr_com(0, off, def->own));
630 nreport(player->cnum, N_SHP_LOSE, def->own, 1);
633 if (att_get_combat(off, 0) < 0)
634 return abort_attack();
638 /* The attack is valid. Tell the attacker about what they're going to hit */
641 att_show(struct combat *def)
643 /* Note that we tell the player about the treaty BEFORE we tell them
644 about the item. If we didn't, then they gain free information */
645 if (def->type == EF_SECTOR) {
646 if (!trechk(player->cnum, def->own, LANATT))
647 return abort_attack();
648 pr("%s is a %d%% %s %s with approximately %d military.\n",
649 xyas(def->x, def->y, player->cnum),
650 roundintby((int)def->eff, 10),
651 cname(def->own), def->sct_dcp->d_name,
652 roundintby(def->troops, 10));
653 if (map_set(player->cnum, def->x, def->y, def->sct_dcp->d_mnem, 0))
654 writemap(player->cnum);
655 } else if (def->type == EF_SHIP || def->type == EF_LAND) {
656 if (def->type == EF_SHIP) {
657 if (!trechk(player->cnum, def->own, SEAATT))
658 return abort_attack();
660 if (!trechk(player->cnum, def->own, LNDATT))
661 return abort_attack();
663 pr("%s is about %d%% efficient and has approximately %d mil on board.\n",
664 prcom(0, def), roundintby((int)def->eff, 10),
665 roundintby(def->troops, 10));
667 /* Ok, everything is fine */
671 /* Attack and assault ask the user which kind of support they want */
674 att_ask_support(int offset, int *fortp, int *shipp, int *landp,
679 *fortp = *shipp = *landp = *planep = 1;
681 if (player->argp[offset] != NULL) {
682 if ((player->argp[offset + 1] == NULL) ||
683 (player->argp[offset + 2] == NULL) ||
684 (player->argp[offset + 3] == NULL)) {
685 pr("If any support arguments are used, all must be!\n");
690 *landp = *planep = 0;
692 p = getstarg(player->argp[offset], "Use fort support? ", buf);
696 if ((*p == 'y') || (*p == 'Y'))
699 p = getstarg(player->argp[offset + 1], "Use ship support? ", buf);
703 if ((*p == 'y') || (*p == 'Y'))
706 p = getstarg(player->argp[offset + 2], "Use land support? ", buf);
710 if ((*p == 'y') || (*p == 'Y'))
713 p = getstarg(player->argp[offset + 3], "Use plane support? ", buf);
717 if ((*p == 'y') || (*p == 'Y'))
724 * Attack, assault, and board ask the attacker what they'd like to attack
725 * with. This includes mil and land units from each "off" object. Note that
726 * after each sub-prompt, we check to make sure that the attack is still
727 * valid, and if it's not, then we abort the attack.
731 att_ask_offense(int combat_mode, struct combat *off, struct combat *def,
732 struct emp_qelem *olist, int *a_spyp, int *a_engineerp)
735 char land_answer[256];
738 if (att_abort(combat_mode, off, def))
740 memset(land_answer, 0, sizeof(land_answer));
741 for (n = 0; n <= off->last; ++n) {
742 off[n].troops = ask_off(combat_mode, off + n, def);
743 if (att_abort(combat_mode, off, def))
745 ask_olist(combat_mode, off + n, def, olist, land_answer,
746 a_spyp, a_engineerp);
747 if (att_abort(combat_mode, off, def))
754 * Return path cost for ATTACKER to enter sector given by DEF.
755 * MOBTYPE is a mobility type accepted by sector_mcost().
758 att_mobcost(natid attacker, struct combat *def, int mobtype)
763 if (CANT_HAPPEN(def->type != EF_SECTOR))
765 ok = getsect(def->x, def->y, §);
766 if (CANT_HAPPEN(!ok))
770 * We want the cost to move/march into the sector. If we just
771 * called sector_mcost(), we'd get the defender's cost. The
772 * attacker's cost is higher unless he's the old-owner. Note: if
773 * there are no civilians, a victorious attacker will become the
774 * old-owner. But he isn't now.
776 sect.sct_own = attacker;
778 return sector_mcost(§, mobtype);
781 /* How many mil is off allowed to attack with when it attacks def? */
784 get_mob_support(int combat_mode, struct combat *off, struct combat *def)
789 switch (combat_mode) {
791 mobcost = att_mobcost(off->own, def, MOB_MOVE);
792 if (mobcost < 0 || off->mob <= 0)
794 mob_support = off->mob / mobcost;
795 if (mob_support < off->troops)
796 pr("Sector %s has %d mobility which can only support %d mil,\n",
797 xyas(off->x, off->y, player->cnum), off->mob, mob_support);
799 mob_support = off->troops;
802 if (def->own != player->cnum && def->mil) {
803 if (off->shp_mcp->m_flags & M_SEMILAND)
804 return off->troops / 4;
805 else if (!(off->shp_mcp->m_flags & M_LAND))
806 return off->troops / 10;
810 if (off->type == EF_SECTOR && off->mob <= 0)
812 mob_support = def->shp_mcp->m_item[I_MILIT];
813 if (mob_support < off->troops)
814 pr("The size of the ship you are trying to board limits your party to %d mil,\n", mob_support);
816 mob_support = off->troops;
821 if (def->lnd_lcp->l_flags & L_SPY)
823 mob_support = def->lnd_lcp->l_item[I_MILIT];
824 if (mob_support < off->troops)
825 pr("The size of the unit you are trying to board limits your party to %d mil,\n", mob_support);
827 mob_support = off->troops;
834 * If the attacker decides to go through with the attack, then the
835 * sectors/ships they are attacking with may be charged some mobility.
836 * This is where that amount of mobility is calculated. It is actually
837 * subtracted "for real" from the object's mobility in put_combat().
841 calc_mobcost(int combat_mode, struct combat *off, struct combat *def,
848 switch (combat_mode) {
850 off->mobcost += MAX(1,
852 * att_mobcost(off->own, def, MOB_MOVE)));
855 off->mobcost += MAX(1, attacking_mil / 5);
860 off->mobcost += MAX(1, attacking_mil / 5);
863 /* the 2 in the formula below is a fudge factor */
864 getship(def->shp_uid, &ship);
865 off->mobcost += (def->eff / 100) * (shp_speed(&ship) / 2);
870 /* How many mil to we want to attack from off against def? */
873 ask_off(int combat_mode, struct combat *off, struct combat *def)
879 if (att_get_combat(off, 0) <= 0)
881 if ((off->type == EF_SECTOR) && (off->own != player->cnum))
883 if ((mob_support = get_mob_support(combat_mode, off, def)) <= 0)
885 if (off->type == EF_SECTOR) {
886 if (off->own != player->cnum)
888 sprintf(prompt, "Number of mil from %s at %s (max %d) : ",
889 off->sct_dcp->d_name,
890 xyas(off->x, off->y, player->cnum), mob_support);
892 sprintf(prompt, "Number of mil from %s (max %d) : ",
893 prcom(0, off), mob_support);
895 if ((attacking_mil = onearg(NULL, prompt)) < 0)
897 if (att_abort(combat_mode, off, def))
899 if (att_get_combat(off, 0) <= 0)
902 MIN(attacking_mil, MIN(mob_support, off->troops))) <= 0)
905 calc_mobcost(combat_mode, off, def, attacking_mil);
906 return attacking_mil;
910 * Which units would you like to attack with or move in with [ynYNq?]
914 att_prompt(char *prompt, char army)
922 p = getstring(prompt, buf);
923 if (!p || *p == 'q') {
929 if (tolower(*p) == 'y' || tolower(*p) == 'n')
931 pr("y - yes this unit\n"
933 "Y - yes to all units in army '%c'\n"
934 "N - no to all units in army '%c'\n"
935 "q - quit\n? - this help message\n\n",
940 /* Ask the attacker which units they want to attack/assault/board with */
943 ask_olist(int combat_mode, struct combat *off, struct combat *def,
944 struct emp_qelem *olist, char *land_answer, int *a_spyp,
949 double pathcost, mobcost;
959 if (def->type == EF_LAND)
961 if (def->type == EF_SHIP)
962 maxland = def->shp_mcp->m_nland;
964 snxtitem_xy(&ni, EF_LAND, off->x, off->y);
965 while (nxtitem(&ni, &land)) {
966 if (land.lnd_own != player->cnum)
968 if (land.lnd_effic < LAND_MINEFF)
970 if (land_answer[(int)land.lnd_army] == 'N')
972 if (!lnd_can_attack(&land))
974 lcp = &lchr[(int)land.lnd_type];
976 if (def->type == EF_SHIP && !maxland) {
977 pr("Land units are not able to board this kind of ship\n");
980 if (def->type == EF_SHIP
981 && (def->shp_mcp->m_flags & (M_SUPPLY | M_SUB)) != M_SUPPLY
982 && !(lcp->l_flags & L_LIGHT)) {
983 pr("Only light land units can board this kind of ship\n");
986 if (land.lnd_mobil <= 0) {
987 pr("%s is out of mobility, and cannot %s\n",
988 prland(&land), att_mode[combat_mode]);
993 if (ontradingblock(EF_LAND, &land)) {
994 pr("%s is on the trading block, and cannot %s\n",
995 prland(&land), att_mode[combat_mode]);
1000 if (off->type == EF_SECTOR && land.lnd_ship >= 0) {
1001 pr("%s is on ship #%d, and cannot %s\n",
1002 prland(&land), land.lnd_ship, att_mode[combat_mode]);
1004 } else if (off->type == EF_SHIP) {
1005 if (land.lnd_ship != off->shp_uid)
1007 } else if (land.lnd_land >= 0) {
1008 pr("%s is on unit #%d, and cannot %s\n",
1009 prland(&land), land.lnd_land, att_mode[combat_mode]);
1012 switch (combat_mode) {
1015 * We used to let land units attack only if they have the
1016 * mobility consumed by the attack, not counting combat
1017 * and moving in to occupy. Making sure your land units
1018 * reach attack positions with enough mobility left is a
1019 * pain in the neck. We now require positive mobility,
1020 * just like for marching. Except we don't allow rushing
1021 * of high-mobility sectors (mountains): for those we
1022 * still require attack mobility.
1024 pathcost = att_mobcost(land.lnd_own, def, lnd_mobtype(&land));
1025 mobcost = lnd_pathcost(&land, pathcost);
1026 if (pathcost < 1.0) {
1027 if (land.lnd_mobil <= 0) {
1028 pr("%s is out of mobility\n", prland(&land));
1032 reqmob = MIN(land_mob_max, (int)ceil(mobcost));
1033 if (land.lnd_mobil < reqmob) {
1034 pr("%s does not have enough mobility (%d needed)\n",
1035 prland(&land), reqmob);
1043 if (!(lcp->l_flags & L_ASSAULT))
1050 att_val = attack_val(combat_mode, &land);
1051 if (att_val < 1.0) {
1052 pr("%s has no offensive strength\n", prland(&land));
1055 if (!lnd_supply_all(&land)) {
1056 pr("%s is out of supply, and cannot %s\n",
1057 prland(&land), att_mode[combat_mode]);
1060 if (def->type == EF_SHIP && first_time) {
1062 pr("You may board with a maximum of %d land units\n", maxland);
1064 pr("%s has a base %s value of %.0f\n",
1065 prland(&land), att_mode[combat_mode], att_val);
1066 if (land_answer[(int)land.lnd_army] != 'Y') {
1068 "%s with %s %s (%c %d%%) [ynYNq?] ",
1069 att_mode[combat_mode],
1072 land.lnd_army ? land.lnd_army : '~',
1074 land_answer[(int)land.lnd_army] =
1075 att_prompt(prompt, land.lnd_army);
1076 if (att_abort(combat_mode, off, def))
1078 if (land_answer[(int)land.lnd_army] != 'y' &&
1079 land_answer[(int)land.lnd_army] != 'Y')
1082 if (!(llp = malloc(sizeof(struct ulist)))) {
1083 logerror("Malloc failed in attack!\n");
1087 memset(llp, 0, sizeof(struct ulist));
1088 emp_insque(&llp->queue, olist);
1089 llp->mobil = mobcost;
1090 llp->unit.land = land;
1091 llp->x = llp->unit.land.lnd_x;
1092 llp->y = llp->unit.land.lnd_y;
1093 llp->chrp = (struct empobj_chr *)&lchr[(int)llp->unit.land.lnd_type];
1094 llp->eff = llp->unit.land.lnd_effic;
1095 if (lnd_spyval(&land) > *a_spyp)
1096 *a_spyp = lnd_spyval(&land);
1097 if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
1099 if (def->type == EF_SHIP && ++count >= maxland)
1104 /* What's the offense or defense multiplier? */
1107 att_combat_eff(struct combat *com)
1113 if (com->type == EF_SECTOR) {
1114 eff = com->eff / 100.0;
1115 if (com->own == player->cnum) {
1116 str = com->sct_dcp->d_ostr;
1117 eff = 1.0 + (str - 1.0) * eff;
1119 eff = sector_strength(getsectp(com->x, com->y));
1120 } else if (com->type == EF_SHIP && com->own != player->cnum) {
1121 getship(com->shp_uid, &ship);
1122 eff = 1.0 + shp_armor(&ship) / 100.0;
1128 att_get_offense(int combat_mode, struct combat *off,
1129 struct emp_qelem *olist, struct combat *def)
1134 * Get the attacker units & mil again in case they changed while the
1135 * attacker was answering sub-prompts.
1138 ototal = get_ototal(combat_mode, off, olist, 1.0, 1);
1139 if (att_empty_attack(combat_mode, ototal, def))
1140 return abort_attack();
1141 if (combat_mode == A_PARA)
1143 pr("\n Initial attack strength: %8d\n", ototal);
1147 /* Get the defensive units and reacting units */
1149 att_get_defense(struct emp_qelem *olist, struct combat *def,
1150 struct emp_qelem *dlist, int a_spy, int ototal)
1153 struct emp_qelem *qp;
1159 get_dlist(def, dlist, 0, &d_spy);
1160 dtotal = get_dtotal(def, dlist, 1.0, 0);
1163 * Call in reacting units
1166 if (def->type == EF_SECTOR && def->sct_type != SCT_MOUNT)
1167 att_reacting_units(def, dlist, a_spy, &d_spy, ototal);
1169 for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
1170 llp = (struct ulist *)qp;
1171 intelligence_report(def->own, &llp->unit.land, d_spy,
1172 "Scouts report attacking unit:");
1175 old_dtotal = dtotal;
1176 dtotal = get_dtotal(def, dlist, 1.0, 0);
1177 if (dtotal != old_dtotal)
1178 pr("Defense strength with reacting units: %8d\n", dtotal);
1183 /* Get the defensive land units in the sector or on the ship */
1186 get_dlist(struct combat *def, struct emp_qelem *list, int a_spy,
1189 struct nstr_item ni;
1193 /* In here is where you need to take out spies and trains from the defending
1194 lists. Spies try to hide, trains get trapped and can be boarded. */
1196 snxtitem_xy(&ni, EF_LAND, def->x, def->y);
1197 while (nxtitem(&ni, &land)) {
1200 if (land.lnd_own != def->own)
1202 if (def->type == EF_SECTOR && land.lnd_ship >= 0)
1204 if (def->type == EF_SECTOR && land.lnd_land >= 0)
1206 if (def->type == EF_SHIP && land.lnd_ship != def->shp_uid)
1208 if (def->type == EF_LAND && land.lnd_land != def->lnd_uid)
1210 intelligence_report(player->cnum, &land, a_spy,
1211 "Scouts report defending unit:");
1212 if (!(llp = malloc(sizeof(struct ulist)))) {
1213 logerror("Malloc failed in attack!\n");
1217 memset(llp, 0, sizeof(struct ulist));
1218 emp_insque(&llp->queue, list);
1219 llp->supplied = lnd_supply_all(&land);
1220 llp->unit.land = land;
1221 llp->x = llp->unit.land.lnd_x;
1222 llp->y = llp->unit.land.lnd_y;
1223 llp->chrp = (struct empobj_chr *)&lchr[(int)llp->unit.land.lnd_type];
1224 llp->eff = llp->unit.land.lnd_effic;
1225 if (lnd_spyval(&land) > *d_spyp)
1226 *d_spyp = lnd_spyval(&land);
1230 /* Calculate the total offensive strength */
1233 get_ototal(int combat_mode, struct combat *off, struct emp_qelem *olist,
1234 double osupport, int check)
1236 double ototal = 0.0;
1237 struct emp_qelem *qp, *next;
1242 * first, total the attacking mil
1245 for (n = 0; n <= off->last; ++n) {
1246 if (off[n].type == EF_BAD || (check &&
1247 att_get_combat(&off[n], 0) <= 0))
1249 ototal += off[n].troops * att_combat_eff(off + n);
1253 * next, add in the attack_values of all
1254 * the attacking units
1257 for (qp = olist->q_forw; qp != olist; qp = next) {
1259 llp = (struct ulist *)qp;
1260 if (check && !get_oland(combat_mode, llp))
1262 if (combat_mode == A_ATTACK) {
1264 for (n = 0; n <= off->last; ++n) {
1265 if (off[n].type == EF_BAD)
1267 if ((off[n].x == llp->unit.land.lnd_x) &&
1268 (off[n].y == llp->unit.land.lnd_y))
1272 lnd_print(player->cnum, llp,
1273 "can't attack from this sector now");
1277 ototal += attack_val(combat_mode, &llp->unit.land) *
1278 att_combat_eff(off + w);
1280 ototal += attack_val(combat_mode, &llp->unit.land);
1285 return ldround(ototal, 1);
1288 /* Calculate the total defensive strength */
1291 get_dtotal(struct combat *def, struct emp_qelem *list, double dsupport,
1294 double dtotal = 0.0, eff = 1.0, d_unit;
1295 struct emp_qelem *qp, *next;
1298 if (check && att_get_combat(def, 1) < 0)
1300 eff = att_combat_eff(def);
1301 dtotal = def->troops * eff;
1304 * next, add in the defense_values of all
1305 * the defending non-retreating units
1308 for (qp = list->q_forw; qp != list; qp = next) {
1310 llp = (struct ulist *)qp;
1311 if (check && !get_dland(def, llp))
1313 d_unit = defense_val(&llp->unit.land);
1316 dtotal += d_unit * eff;
1321 return ldround(dtotal, 1);
1325 * This is the land unit integrity check.
1329 get_oland(int combat_mode, struct ulist *llp)
1331 struct lndstr *lp = &llp->unit.land;
1334 getland(llp->unit.land.lnd_uid, lp);
1336 if (lp->lnd_own != player->cnum) {
1337 sprintf(buf, "was destroyed and is no longer a part of the %s",
1338 att_mode[combat_mode]);
1339 lnd_print(player->cnum, llp, buf);
1343 if (lp->lnd_x != llp->x || lp->lnd_y != llp->y) {
1345 "left to fight another battle and is no longer a part of the %s",
1346 att_mode[combat_mode]);
1347 lnd_print(player->cnum, llp, buf);
1351 if (lp->lnd_effic < llp->eff) {
1352 sprintf(buf, "damaged from %d%% to %d%%",
1353 llp->eff, lp->lnd_effic);
1354 lnd_print(player->cnum, llp, buf);
1357 llp->eff = llp->unit.land.lnd_effic;
1362 get_dland(struct combat *def, struct ulist *llp)
1364 struct lndstr *lp = &llp->unit.land;
1367 getland(llp->unit.land.lnd_uid, lp);
1369 if (lp->lnd_effic < LAND_MINEFF) {
1370 sprintf(buf, "was destroyed and is no longer a part of the defense");
1371 lnd_print(llp->unit.land.lnd_own, llp, buf);
1375 if (lp->lnd_x != def->x || lp->lnd_y != def->y) {
1376 lnd_print(llp->unit.land.lnd_own, llp,
1377 "left to go fight another battle and is no longer a part of the defense");
1382 llp->eff = llp->unit.land.lnd_effic;
1387 kill_land(struct emp_qelem *list)
1389 struct emp_qelem *qp, *next;
1392 for (qp = list->q_forw; qp != list; qp = next) {
1394 llp = (struct ulist *)qp;
1395 if (llp->unit.land.lnd_ship >= 0) {
1396 llp->unit.land.lnd_effic = 0;
1397 lnd_print(player->cnum, llp,
1398 "cannot return to the ship, and dies!");
1405 att_infect_units(struct emp_qelem *list, int plague)
1407 struct emp_qelem *qp, *next;
1412 for (qp = list->q_forw; qp != list; qp = next) {
1414 llp = (struct ulist *)qp;
1415 if (llp->unit.land.lnd_pstage == PLG_HEALTHY)
1416 llp->unit.land.lnd_pstage = PLG_EXPOSED;
1421 * Put the land unit on the disk. If there was some mobility cost, then
1422 * subtract it from the units mobility. Note that this works the same way
1423 * as sectors & ships in that no mobility is actually taken until the attacker
1424 * has committed to attacking.
1428 put_oland(struct emp_qelem *list)
1430 struct emp_qelem *qp, *next;
1433 for (qp = list->q_forw; qp != list; qp = next) {
1435 llp = (struct ulist *)qp;
1436 llp->unit.land.lnd_mission = 0;
1437 llp->unit.land.lnd_harden = 0;
1438 llp->unit.land.lnd_mobil -= (int)llp->mobil;
1440 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1441 if (llp->unit.land.lnd_own != player->cnum) {
1442 emp_remque((struct emp_qelem *)llp);
1445 get_oland(A_ATTACK, llp);
1450 * Keep sending in reinforcements until it looks like we're going to win.
1451 * Note that the "strength" command also calls this routine.
1455 att_reacting_units(struct combat *def, struct emp_qelem *list, int a_spy,
1456 int *d_spyp, int ototal)
1458 struct nstr_item ni;
1460 struct sctstr sect, dsect;
1463 double new_land = 0;
1467 double eff = att_combat_eff(def);
1471 dtotal = get_dtotal(def, list, 1.0, 1);
1474 snxtitem_all(&ni, EF_LAND);
1475 while (nxtitem(&ni, &land) && dtotal + new_land * eff < 1.2 * ototal) {
1478 if (land.lnd_mission != MI_RESERVE)
1480 if ((land.lnd_x == def->x) && (land.lnd_y == def->y))
1482 if (land.lnd_own != def->own)
1484 if (land.lnd_ship >= 0)
1486 if (land.lnd_land >= 0)
1488 if (defense_val(&land) < 1.0)
1490 if (!lnd_can_attack(&land))
1493 /* Only supplied units can react */
1494 if (list ? !lnd_supply_all(&land) : !lnd_could_be_supplied(&land))
1497 if (!in_oparea((struct empobj *)&land, def->x, def->y))
1500 getsect(land.lnd_x, land.lnd_y, §);
1501 getsect(def->x, def->y, &dsect);
1502 if (!BestLandPath(buf, §, &dsect, &pathcost,
1503 lnd_mobtype(&land)))
1506 mobcost = lnd_pathcost(&land, pathcost);
1507 if (land.lnd_mobil < mobcost)
1510 new_land += defense_val(&land);
1512 if (!list) /* we are in the "strength" command */
1515 /* move to defending sector */
1516 land.lnd_mobil -= ldround(mobcost, 1);
1519 land.lnd_x = def->x;
1520 land.lnd_y = def->y;
1521 putland(land.lnd_uid, &land);
1522 wu(0, land.lnd_own, "%s reacts to %s.\n",
1523 prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
1525 llp = malloc(sizeof(struct ulist));
1527 memset(llp, 0, sizeof(struct ulist));
1531 llp->chrp = (struct empobj_chr *)&lchr[(int)land.lnd_type];
1532 llp->unit.land = land;
1533 llp->eff = land.lnd_effic;
1534 emp_insque(&llp->queue, list);
1535 if (lnd_spyval(&land) > *d_spyp)
1536 *d_spyp = lnd_spyval(&land);
1538 intelligence_report(player->cnum, &land, a_spy,
1539 "Scouts sight reacting enemy unit:");
1544 /* Pop off shells and fly bombing missions to get your attack multiplier up */
1547 get_osupport(char *outs, struct combat *def, int fort_sup, int ship_sup,
1548 int land_sup, int plane_sup)
1550 double osupport = 1.0;
1552 double af, as, au, ap;
1554 af = as = au = ap = 0.0;
1556 dam = dd(def->own, player->cnum, def->x, def->y, 0, 0);
1561 dam = sd(def->own, player->cnum, def->x, def->y, 0, 0, 0);
1568 dam = lnd_support(def->own, player->cnum, def->x, def->y, 0);
1574 dam = off_support(def->x, def->y, def->own, player->cnum);
1578 sprintf(outs, "attacker\t%1.2f\t%1.2f\t%1.2f\t%1.2f\n", af, as, au,
1583 /* Pop off shells and fly bombing missions to get your defense multiplier up */
1586 get_dsupport(char *outs, struct emp_qelem *list, struct combat *def,
1587 int ototal, int dtotal)
1589 double dsupport = 1.0;
1591 double df, ds, du, dp;
1594 df = ds = du = dp = 0.0;
1595 if (dtotal < 0.1 * ototal) {
1597 } else if (dtotal >= 1.2 * ototal) {
1600 dam = dd(player->cnum, def->own, def->x, def->y, 0, 1);
1604 dtotal = get_dtotal(def, list, dsupport, 0);
1605 if (dtotal < 1.2 * ototal) {
1606 dam = sd(player->cnum, def->own, def->x, def->y, 0, 1, 0);
1609 dtotal = get_dtotal(def, list, dsupport, 0);
1611 if (dtotal < 1.2 * ototal) {
1612 dam = lnd_support(player->cnum, def->own, def->x, def->y, 1);
1615 dtotal = get_dtotal(def, list, dsupport, 1);
1617 if (dtotal < 1.2 * ototal) {
1618 dam = def_support(def->x, def->y, player->cnum, def->own);
1626 sprintf(outs, "defender\t%1.2f\t%1.2f\t%1.2f\t%1.2f\n\n", df, ds,
1631 "\nOdds are bad for us...support cancelled.\n\n");
1634 "\nOdds are good for us...support cancelled.\n\n");
1640 * Land mines add to the defense multiplier. If the attacker has engineers
1641 * then this multiplier is cut in half.
1645 get_mine_dsupport(struct combat *def, int a_engineer)
1650 getsect(def->x, def->y, §);
1652 if (sect.sct_oldown != player->cnum) {
1653 mines = SCT_LANDMINES(§);
1654 mines = MIN(mines, 20);
1656 mines = ldround(mines / 2.0, 1);
1659 wu(0, def->own, "Defending mines add %1.2f\n",
1661 pr("Defending mines add %1.2f\n", mines * 0.02);
1662 return mines * 0.02;
1668 /* Get the offensive and defensive support */
1670 att_get_support(int combat_mode, int ofort, int oship, int oland,
1671 int oplane, struct emp_qelem *olist, struct combat *off,
1672 struct emp_qelem *dlist, struct combat *def,
1673 double *osupportp, double *dsupportp, int a_engineer)
1676 char osupports[512];
1677 char dsupports[512];
1679 if (combat_mode == A_PARA)
1682 *osupportp = get_osupport(osupports, def,
1683 ofort, oship, oland, oplane);
1686 * I need to put a 1 at the end of the next four total_stren calls
1687 * because units & mil may have been damaged by collateral damage or
1688 * nuclear warheads from the offensive & defensive support.
1691 ototal = get_ototal(combat_mode, off, olist, *osupportp, 1);
1692 if (att_empty_attack(combat_mode, ototal, def))
1693 return abort_attack();
1694 dtotal = get_dtotal(def, dlist, *dsupportp, 1);
1697 * Calculate defensive support. If odds are too good or too bad
1698 * then don't call in support.
1701 *dsupportp = get_dsupport(dsupports, dlist, def, ototal, dtotal);
1702 ototal = get_ototal(combat_mode, off, olist, *osupportp, 1);
1703 if (att_empty_attack(combat_mode, ototal, def))
1704 return abort_attack();
1706 if ((*osupports || *dsupports) &&
1707 (*osupportp != 1.0 || *dsupportp != 1.0)) {
1708 pr("\n\t\tsupport values\n");
1709 pr("\t\tforts\tships\tunits\tplanes\n");
1710 if (*osupportp != 1.0)
1711 pr("%s", osupports);
1712 if (*dsupportp != 1.0)
1713 pr("%s", dsupports);
1715 wu(0, def->own, "\n\t\tsupport values\n");
1716 wu(0, def->own, "\t\tforts\tships\tunits\tplanes\n");
1717 if (*osupportp != 1.0)
1718 wu(0, def->own, "%s", osupports);
1719 if (*dsupportp != 1.0)
1720 wu(0, def->own, "%s", dsupports);
1724 dtotal = get_dtotal(def, dlist, *dsupportp, 1);
1725 if (dtotal && def->type == EF_SECTOR)
1726 *dsupportp += get_mine_dsupport(def, a_engineer);
1730 /* How many two-legged bipeds are in this combat force? */
1733 count_bodies(struct combat *off, struct emp_qelem *list)
1737 struct emp_qelem *qp;
1740 for (n = 0; n <= off->last; ++n)
1741 bodies += off[n].troops;
1742 for (qp = list->q_forw; qp != list; qp = qp->q_forw) {
1743 llp = (struct ulist *)qp;
1744 bodies += llp->unit.land.lnd_item[I_MILIT];
1749 /* This is where the fighting actually occurs. */
1752 att_fight(int combat_mode, struct combat *off, struct emp_qelem *olist,
1753 double osupport, struct combat *def, struct emp_qelem *dlist,
1757 int a_cas = 0; /* Casualty counts */
1759 int ototal; /* total attacking strength */
1760 int dtotal; /* total defending strength */
1761 int a_bodies; /* total attacking mil (incl. mil in units) */
1762 int d_bodies; /* total defending mil (incl. mil in units) */
1772 ototal = get_ototal(combat_mode, off, olist, osupport,
1773 combat_mode != A_PARA);
1774 dtotal = get_dtotal(def, dlist, dsupport, 0);
1778 a_bodies = count_bodies(off, olist);
1779 d_bodies = count_bodies(def, dlist);
1780 d_mil = def->troops;
1781 for (n = 0; n <= off->last; ++n)
1782 if (off[n].type == EF_BAD)
1785 a_troops[n] = off[n].troops;
1787 /* This switch is required to get the spacing right */
1788 switch (combat_mode) {
1790 pr(" Final attack strength: %8d\n", ototal);
1793 pr(" Final assault strength: %8d\n", ototal);
1796 if (def->sct_type == SCT_MOUNT ||
1797 def->sct_type == SCT_WATER ||
1798 def->sct_type == SCT_CAPIT ||
1799 def->sct_type == SCT_FORTR || def->sct_type == SCT_WASTE) {
1800 pr("You can't air-assault a %s sector!\n",
1801 def->sct_dcp->d_name);
1804 ototal = get_ototal(A_PARA, off, olist, osupport, 0);
1806 pr(" Final air-assault strength: %8d\n", ototal);
1810 pr(" Final board strength: %8d\n", ototal);
1814 pr(" Final defense strength: %8d\n", dtotal);
1815 odds = att_calcodds(ototal, dtotal);
1816 pr(" Final odds: %8d%%\n", (int)(odds * 100));
1818 /* spread the plague */
1819 if (combat_mode != A_PARA) {
1821 for (n = 0; n <= off->last; ++n)
1822 if (off[n].type != EF_BAD)
1823 def->plague |= off[n].plague;
1824 for (n = 0; n <= off->last; ++n)
1825 if (off[n].type != EF_BAD)
1826 off[n].plague |= def->plague;
1828 att_infect_units(olist, off->plague);
1829 att_infect_units(dlist, def->plague);
1832 * Fighting is slightly random. There is always that last little
1833 * effort you see people put in. Or the stray bullet that takes out
1834 * an officer and the rest go into chaos. Things like that.
1835 * Thus, we have added a very slight random factor that will sometimes
1836 * allow the little guy to win. We modify the odds a little
1837 * (either +- 5%) to account for this randomness. We also only
1838 * recalculate the odds every 8-50 casualties, not every cacsualty,
1839 * since a single dead guy normally wouldn't cause a commander to
1840 * rethink his strategies, but 50 dead guys might.
1842 odds += (random() % 11 - 5) / 100.0;
1847 recalctime = 8 + (random() % 43);
1848 while (!success && ototal) {
1851 d_cas += take_casualty(A_DEFEND, def, dlist);
1852 dtotal = get_dtotal(def, dlist, dsupport, 0);
1857 a_cas += take_casualty(combat_mode, off, olist);
1858 ototal = get_ototal(combat_mode, off, olist, osupport, 0);
1860 if (((a_cas + d_cas) % 70) == 69)
1862 if (recalctime-- <= 0) {
1863 recalctime = 8 + (random() % 43);
1864 odds = att_calcodds(ototal, dtotal);
1865 odds += (random() % 11 - 5) / 100.0;
1873 /* update defense mobility & mil */
1877 if (def->type == EF_SECTOR && d_mil && d_cas) {
1881 newmob = damage(def->mob, 100 * d_cas / d_mil);
1882 def->mobcost = MIN(20, def->mob - newmob);
1885 def->mil = def->troops;
1888 /* update attack mobility & mil */
1889 for (n = 0; n <= off->last; ++n)
1890 if (off[n].type != EF_BAD && off[n].troops < a_troops[n]) {
1891 if (off[n].type == EF_SECTOR && off[n].mil) {
1892 if (!CANT_HAPPEN(off[n].mob < 0)) {
1893 newmob = damage(off[n].mob,
1894 100 * (a_troops[n] - off[n].troops)
1896 off[n].mobcost += MIN(20, off[n].mob - newmob);
1899 off[n].mil -= a_troops[n] - off[n].troops;
1902 /* update land unit mobility */
1903 if (d_bodies && d_cas)
1904 lnd_takemob(dlist, (double)d_cas / d_bodies);
1905 if (a_bodies && a_cas)
1906 lnd_takemob(olist, (double)a_cas / a_bodies);
1908 /* damage attacked sector */
1909 def->eff = effdamage(def->eff, (d_cas + a_cas) / 10);
1911 pr("- Casualties -\n Yours: %d\n", a_cas);
1912 pr(" Theirs: %d\n", d_cas);
1913 pr("Papershuffling ... %.1f B.T.U\n", (d_cas + a_cas) * 0.15);
1914 player->btused += (int)((d_cas + a_cas) * 0.015 + 0.5);
1917 switch (combat_mode) {
1919 news_item = def->own ? N_WON_SECT : N_TOOK_UNOCC;
1920 pr("We have captured %s, sir!\n", prcom(0, def));
1924 news_item = def->own ? N_AWON_SECT : N_START_COL;
1925 pr("We have secured a beachhead at %s, sir!\n", prcom(0, def));
1926 action = "assaulting and taking";
1929 news_item = def->own ? N_PWON_SECT : N_PARA_UNOCC;
1930 pr("We have captured %s, sir!\n", prcom(0, def));
1931 action = "air-assaulting and taking";
1934 news_item = N_BOARD_SHIP;
1935 pr("We have boarded %s, sir!\n", prcom(0, def));
1936 action = "boarding";
1939 news_item = N_BOARD_LAND;
1940 pr("We have boarded %s, sir!\n", prcom(0, def));
1941 action = "boarding";
1946 action = "defeating";
1949 switch (combat_mode) {
1951 news_item = N_SCT_LOSE;
1952 pr("You have been defeated!\n");
1953 action = "attacking";
1956 news_item = N_ALOSE_SCT;
1957 pr("You have been defeated!\n");
1959 action = "trying to assault";
1962 news_item = N_PLOSE_SCT;
1963 pr("All of your troops were destroyed\n");
1964 action = "trying to air-assault";
1967 news_item = N_SHP_LOSE;
1968 pr("You have been repelled\n");
1970 action = "trying to board";
1973 news_item = N_LND_LOSE;
1974 pr("You have been repelled\n");
1976 action = "trying to board";
1981 action = "fighting";
1984 nreport(player->cnum, news_item, def->own, 1);
1987 "%s (#%d) lost %d troops %s %s\nWe lost %d troops defending\n",
1988 cname(player->cnum), player->cnum, a_cas,
1989 action, pr_com(0, def, def->own), d_cas);
1992 send_reacting_units_home(dlist);
1994 /* putland the defending land */
1997 /* putland the attacking land */
2000 /* put the victim sector/ship/land */
2001 if (!success || !take_def(combat_mode, olist, off, def))
2004 /* put the attacking sectors/ship */
2005 for (n = 0; n <= off->last; ++n)
2006 if (off[n].type != EF_BAD)
2007 put_combat(&off[n]);
2012 switch (combat_mode) {
2014 ask_move_in(off, olist, def);
2016 /* put sectors again to get abandon warnings */
2017 for (n = 0; n <= off->last; ++n)
2018 if (off[n].type != EF_BAD)
2019 put_combat(&off[n]);
2022 att_move_in_off(combat_mode, off, olist, def);
2025 pr("%d of your troops now occupy %s\n", def->mil, prcom(0, def));
2029 /* What percentage of the combat forces going head-to-head are we? */
2032 att_calcodds(int ototal, int dtotal)
2036 /* calculate odds */
2039 else if (dtotal <= 0)
2042 odds = (double)ototal / (dtotal + ototal);
2047 /* Here's where the dead soldiers get dragged off the battlefield */
2050 take_casualty(int combat_mode, struct combat *off, struct emp_qelem *olist)
2052 int to_take = CASUALTY_LUMP;
2053 int biggest_troops = 0, index = -1;
2054 int n, tot_troops = 0, biggest_mil, cas;
2055 struct emp_qelem *qp, *biggest;
2058 for (n = 0; n <= off->last; ++n) {
2059 if (off[n].type != EF_BAD) {
2060 tot_troops += off[n].troops;
2061 if (off[n].troops > biggest_troops) {
2062 biggest_troops = off[n].troops;
2069 to_take -= tot_troops;
2072 for (n = 0; n <= off->last; ++n)
2073 if (off[n].type != EF_BAD)
2077 * They can all come off mil. We rotate the casualties,
2078 * starting with the sector containing the most mil.
2080 to_take = CASUALTY_LUMP;
2082 pr("ERROR: Tell the deity that you got the 'green librarian' error\n");
2085 while (to_take > 0) {
2086 for (n = index; n <= off->last && to_take; ++n) {
2087 if (off[n].type != EF_BAD && off[n].troops > 0) {
2092 for (n = 0; n < index && to_take; ++n) {
2093 if (off[n].type != EF_BAD && off[n].troops > 0) {
2099 return CASUALTY_LUMP;
2103 return CASUALTY_LUMP - to_take;
2106 * Need to take some casualties from attacking units
2107 * Procedure: find the biggest unit remaining (in
2108 * terms of mil) and give it the casualties.
2112 for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
2113 llp = (struct ulist *)qp;
2115 if (llp->unit.land.lnd_item[I_MILIT] > biggest_mil) {
2116 biggest_mil = llp->unit.land.lnd_item[I_MILIT];
2120 if (biggest == NULL)
2121 return CASUALTY_LUMP - to_take;
2123 llp = (struct ulist *)biggest;
2124 cas = lnd_take_casualty(combat_mode, llp, to_take);
2125 return CASUALTY_LUMP - (to_take - cas);
2128 /* Send reacting defense units back to where they came from (at no mob cost) */
2131 send_reacting_units_home(struct emp_qelem *list)
2133 struct emp_qelem *qp, *next;
2137 for (qp = list->q_forw; qp != list; qp = next) {
2139 llp = (struct ulist *)qp;
2140 if ((llp->unit.land.lnd_x != llp->x) ||
2141 (llp->unit.land.lnd_y != llp->y)) {
2142 sprintf(buf, "returns to %s",
2143 xyas(llp->x, llp->y, llp->unit.land.lnd_own));
2144 llp->unit.land.lnd_x = llp->x;
2145 llp->unit.land.lnd_y = llp->y;
2146 lnd_print(llp->unit.land.lnd_own, llp, buf);
2152 /* Check for 0 offense strength. This call will always preceed an abort */
2155 att_empty_attack(int combat_mode, int ototal, struct combat *def)
2158 if (def->own && player->cnum != def->own) {
2160 "%s (#%d) considered %sing you @%s\n",
2161 cname(player->cnum), player->cnum,
2162 att_mode[combat_mode], xyas(def->x, def->y, def->own));
2164 pr("No troops for %s...\n", att_mode[combat_mode]);
2171 * Take the defending sector or ship from the defender and give it to the
2176 take_def(int combat_mode, struct emp_qelem *list, struct combat *off,
2181 struct ulist *llp, *delete_me = NULL;
2187 for (n = 0; n <= off->last && !occuppied; ++n) {
2188 if (off[n].type != EF_BAD &&
2189 off[n].troops > 0 &&
2190 (off[n].type != EF_SECTOR || off[n].mob)) {
2192 if (def->type == EF_LAND) {
2193 if (def->lnd_lcp->l_flags & L_SPY) {
2200 pr("1 mil from %s moves %s\n",
2201 prcom(0, off + n), prcom(2, def));
2206 pr("%s left unoccupied\n", prcom(0, def));
2209 "No enemy troops moved %s so you still own it!\n",
2210 pr_com(2, def, def->own));
2213 llp = (struct ulist *)list->q_forw;
2214 llp->unit.land.lnd_x = def->x;
2215 llp->unit.land.lnd_y = def->y;
2216 take_move_in_mob(combat_mode, llp, off, def);
2217 if (def->type == EF_SHIP) {
2218 llp->unit.land.lnd_ship = def->shp_uid;
2219 sprintf(buf, "boards %s", prcom(0, def));
2220 lnd_print(player->cnum, llp, buf);
2223 llp->unit.land.lnd_ship = -1;
2224 sprintf(buf, "moves in to occupy %s",
2225 xyas(def->x, def->y, player->cnum));
2226 lnd_print(player->cnum, llp, buf);
2232 if (def->type == EF_SECTOR) {
2233 getsect(def->x, def->y, §);
2234 takeover(§, player->cnum);
2235 if (sect.sct_type == SCT_CAPIT || sect.sct_type == SCT_MOUNT)
2236 caploss(§, def->own,
2237 "* We have captured %s's capital, sir! *\n");
2239 } else if (def->type == EF_SHIP) {
2240 getship(def->shp_uid, &ship);
2241 takeover_ship(&ship, player->cnum);
2242 putship(ship.shp_uid, &ship);
2243 } else if (def->type == EF_LAND) {
2244 getland(def->lnd_uid, &land);
2245 takeover_land(&land, player->cnum);
2246 putland(land.lnd_uid, &land);
2249 lnd_delete(delete_me);
2250 att_get_combat(def, 0);
2255 * Ask the attacker which mil & land units they'd like to move into the
2260 ask_move_in(struct combat *off, struct emp_qelem *olist,
2264 struct emp_qelem *qp, *next;
2268 char land_answer[256];
2271 for (n = 0; n <= off->last; ++n)
2272 if (off[n].type != EF_BAD && off[n].troops > 0)
2274 ask_move_in_off(&off[n], def);
2275 if (player->aborted)
2281 memset(land_answer, 0, sizeof(land_answer));
2282 for (qp = olist->q_forw; qp != olist; qp = next) {
2284 llp = (struct ulist *)qp;
2285 answerp = &land_answer[(int)llp->unit.land.lnd_army];
2286 if (player->aborted || att_get_combat(def, 0) < 0)
2288 if (*answerp == 'Y')
2290 if (!get_oland(A_ATTACK, llp))
2292 if (*answerp != 'N') {
2293 sprintf(prompt, "Move in with %s (%c %d%%) [ynYNq?] ",
2294 prland(&llp->unit.land),
2295 llp->unit.land.lnd_army ? llp->unit.land.lnd_army : '~',
2296 llp->unit.land.lnd_effic);
2297 *answerp = att_prompt(prompt, llp->unit.land.lnd_army);
2298 if (player->aborted || att_get_combat(def, 0) < 0)
2300 if (!get_oland(A_ATTACK, llp))
2303 if (*answerp == 'y' || *answerp == 'Y')
2305 sprintf(buf, "stays in %s",
2306 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
2308 lnd_print(player->cnum, llp, buf);
2313 if (att_get_combat(def, 0) < 0) {
2314 for (qp = olist->q_forw; qp != olist; qp = next) {
2316 llp = (struct ulist *)qp;
2317 if (!get_oland(A_ATTACK, llp))
2319 sprintf(buf, "stays in %s",
2320 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
2322 lnd_print(player->cnum, llp, buf);
2327 if (opt_INTERDICT_ATT)
2328 lnd_interdict(olist, def->x, def->y, player->cnum);
2329 move_in_land(A_ATTACK, off, olist, def);
2332 /* Move offensive land units to the conquered sector or ship */
2335 move_in_land(int combat_mode, struct combat *off, struct emp_qelem *olist,
2338 struct emp_qelem *qp, *next;
2344 for (qp = olist->q_forw; qp != olist; qp = next) {
2346 llp = (struct ulist *)qp;
2347 if (!get_oland(combat_mode, llp))
2349 take_move_in_mob(combat_mode, llp, off, def);
2350 llp->unit.land.lnd_x = def->x;
2351 llp->unit.land.lnd_y = def->y;
2352 if (def->type == EF_SHIP)
2353 llp->unit.land.lnd_ship = def->shp_uid;
2355 llp->unit.land.lnd_ship = -1;
2359 if (def->type == EF_SECTOR) {
2360 if (opt_INTERDICT_ATT) {
2361 lnd_sweep(olist, 0, 0, player->cnum);
2362 lnd_check_mines(olist);
2364 sprintf(buf, "now occupies %s", prcom(0, def));
2366 sprintf(buf, "boards %s", prcom(0, def));
2370 for (qp = olist->q_forw; qp != olist; qp = next) {
2372 llp = (struct ulist *)qp;
2373 lnd_print(player->cnum, llp, buf);
2381 * Move assaulting, paradropping, or boarding mil & units into def
2382 * If the mil are coming from a ship, then pack a lunch.
2386 att_move_in_off(int combat_mode, struct combat *off,
2387 struct emp_qelem *olist, struct combat *def)
2394 move_in_land(combat_mode, off, olist, def);
2396 for (n = 0; n <= off->last; ++n) {
2397 if (off[n].type == EF_BAD || !off[n].troops)
2399 troops = off[n].troops;
2401 off[n].mil -= troops;
2403 put_combat(off + n);
2404 if (combat_mode == A_ASSAULT) {
2405 if (CANT_HAPPEN(off[n].type != EF_SHIP))
2407 getship(off[n].shp_uid, &ship);
2408 lunchbox += (int)((troops + 1) * ship.shp_item[I_FOOD]
2409 / (ship.shp_item[I_MILIT] + troops
2410 + ship.shp_item[I_CIVIL] + 0.5));
2412 ship.shp_item[I_FOOD] -= lunchbox;
2413 putship(ship.shp_uid, &ship);
2419 if (combat_mode == A_ASSAULT) {
2420 if (CANT_HAPPEN(def->type != EF_SECTOR))
2422 getsect(def->x, def->y, §);
2423 if (lunchbox > ITEM_MAX - sect.sct_item[I_FOOD])
2424 lunchbox = ITEM_MAX - sect.sct_item[I_FOOD];
2425 sect.sct_item[I_FOOD] += lunchbox;
2431 /* Ask how many mil to move in from each sector */
2434 ask_move_in_off(struct combat *off, struct combat *def)
2437 int num_mil, dam = 0, left;
2443 if (att_get_combat(off, 0) <= 0)
2445 if (att_get_combat(def, 0) < 0)
2447 if (off->own != player->cnum)
2449 d = att_mobcost(off->own, def, MOB_MOVE);
2450 if ((mob_support = MIN(off->troops, (int)(off->mob / d))) <= 0)
2452 sprintf(prompt, "How many mil to move in from %s (%d max)? ",
2453 xyas(off->x, off->y, player->cnum), mob_support);
2454 p = getstring(prompt, buf);
2455 if (!p || !*p || (num_mil = atoi(p)) <= 0)
2457 /* Make sure we don't move in more than we can support mobility-wise */
2458 if (num_mil > mob_support)
2459 num_mil = mob_support;
2460 if (att_get_combat(off, 0) <= 0)
2462 if (att_get_combat(def, 0) < 0)
2464 if ((num_mil = MIN(off->troops, num_mil)) <= 0) {
2465 pr("No mil moved in from %s\n",
2466 xyas(off->x, off->y, player->cnum));
2469 mob_support = MAX(1, (int)(num_mil * d));
2470 off->mob -= MIN(off->mob, mob_support);
2471 off->mil -= num_mil;
2472 off->troops -= num_mil;
2475 weight = (double)num_mil * ichr[I_MILIT].i_lbs;
2476 if (opt_INTERDICT_ATT && chance(weight / 200.0)) {
2477 if (chance(weight / 100.0))
2479 ground_interdict(def->x, def->y, player->cnum, "military");
2480 dam += check_lmines(def->x, def->y, weight);
2484 left = commdamage(num_mil, dam, I_MILIT);
2485 if (left < num_mil) {
2487 pr("%d of the mil you were moving were destroyed!\n"
2488 "Only %d mil made it to %s\n",
2489 num_mil - left, left,
2490 xyas(def->x, def->y, player->cnum));
2492 pr("All of the mil you were moving were destroyed!\n");
2495 /* maybe got nuked */
2496 if (att_get_combat(def, 0) < 0)
2504 /* Charge land units for moving into a sector or onto a ship */
2507 take_move_in_mob(int combat_mode, struct ulist *llp, struct combat *off,
2510 double mob = llp->unit.land.lnd_mobil;
2511 double gain = etu_per_update * land_mob_scale;
2512 double mobcost, moblim;
2514 switch (combat_mode) {
2516 mobcost = lnd_pathcost(&llp->unit.land,
2517 att_mobcost(llp->unit.land.lnd_own, def,
2518 lnd_mobtype(&llp->unit.land)));
2522 * Set mobcost to basic assault cost, moblim to maximum
2523 * mobility to keep when assaulting from non-landing ship
2525 if (((struct lchrstr *)llp->chrp)->l_flags & L_MARINE) {
2526 mobcost = gain / 2.0;
2532 if (!(off->shp_mcp->m_flags & M_LAND))
2533 /* Not a landing ship, ensure we go to or below moblim */
2534 mobcost = MAX(mobcost, mob - moblim);
2537 if (((struct lchrstr *)llp->chrp)->l_flags & L_MARINE)
2550 llp->unit.land.lnd_mobil = (signed char)mob;
2551 llp->unit.land.lnd_harden = 0;
2555 free_list(struct emp_qelem *list)
2557 struct emp_qelem *qp, *next;
2559 if (!list || QEMPTY(list))
2563 while (qp != list) {
2572 att_free_lists(struct emp_qelem *olist, struct emp_qelem *dlist)
2580 * sector_strength - Everyone starts at 1. You can get up to a max
2581 * of d_dstr, depending on how much you build up the
2582 * defenses of the sector.
2586 sector_strength(struct sctstr *sp)
2588 double def = SCT_DEFENSE(sp) / 100.0;
2589 double base = sp->sct_type == SCT_MOUNT ? 2.0 : 1.0;
2590 double d = base + (dchr[sp->sct_type].d_dstr - base) * def;
2592 if (d > dchr[sp->sct_type].d_dstr)
2593 d = dchr[sp->sct_type].d_dstr;