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 * attsub.c: Attack subroutines
30 * Known contributors to this file:
32 * Steve McClure, 1996-2000
33 * Markus Armbruster, 2006-2008
50 #include "prototypes.h"
55 #define CASUALTY_LUMP 1 /* How big casualty chunks should be */
57 static void ask_olist(int combat_mode, struct combat *off,
58 struct combat *def, struct emp_qelem *olist,
59 char *land_answer, int *a_spyp, int *a_engineerp);
60 static void take_move_in_mob(int combat_mode, struct ulist *llp,
61 struct combat *off, struct combat *def);
62 static void move_in_land(int combat_mode, struct combat *off,
63 struct emp_qelem *olist, struct combat *def);
64 static void ask_move_in(struct combat *off, struct emp_qelem *olist,
66 static void ask_move_in_off(struct combat *off, struct combat *def);
68 static int board_abort(struct combat *off, struct combat *def);
69 static int land_board_abort(struct combat *off, struct combat *def);
70 static int ask_off(int combat_mode, struct combat *off,
72 static void get_dlist(struct combat *def, struct emp_qelem *list, int a_spy,
74 static int get_ototal(int combat_mode, struct combat *off,
75 struct emp_qelem *olist, double osupport, int check);
76 static int get_dtotal(struct combat *def, struct emp_qelem *list,
77 double dsupport, int check);
78 static double att_calcodds(int, int);
79 static int take_casualty(int combat_mode, struct combat *off,
80 struct emp_qelem *olist);
82 static void send_reacting_units_home(struct emp_qelem *list);
83 static int take_def(int combat_mode, struct emp_qelem *list,
84 struct combat *off, struct combat *def);
86 static int get_land(int combat_mode, struct combat *def, int uid,
87 struct ulist *llp, int victim_land);
90 /* must match combat types in combat.h */
91 "defend", "attack", "assault", "paradrop", "board", "lboard"
96 * The principal object in this code is the "combat" object. A combat object
97 * is either a sector or ship. There are
98 * usually two instances of this, the "def" or defense combat object, and
99 * the array of "off" or offense objects. The number of offense objects is
100 * determined by the value of off->last (e.g. more than one attacking sector).
101 * the type of the object is determined by combat->type which can take the
102 * values EF_SECTOR, EF_SHIP, EF_PLANE, or EF_BAD. Another important parameter
103 * which is often passed to these functions is combat_mode. This can take
104 * the value A_DEFEND, A_ATTACK, A_ASSAULT, A_PARA, A_BOARD and A_LBOARD.
105 * As these six modes of being in combat affect things like mobcost and combat
106 * value, there are often switches made on combat_mode. Note that in all cases
107 * no mobility is taken from sectors, ships, or land units until the player
108 * has committed to a fight. Instead, the cost is temporarily placed in
109 * combat->mobcost, or llp->mobil as the case may be, and then when the object
110 * is "put" back onto disk, then the amounts in these variables are subtracted
111 * from the object's mobility. It needs to be done this way as the objects
112 * are constantly being re-read from disk, and we don't want to take any mob
113 * unless a fight actually occurrs.
117 /* initialize combat object */
120 att_combat_init(struct combat *com, int type)
122 memset(com, 0, sizeof(*com));
127 /* print a combat object with optional preposition */
130 pr_com(int inon, struct combat *com, natid who)
132 if (com->type == EF_SECTOR) {
134 inon ? inon == 1 ? "in " : "into " : "",
135 xyas(com->x, com->y, who));
136 } else if (com->type == EF_SHIP) {
137 return prbuf("%s%s %s(#%d)",
138 inon ? inon == 1 ? "on " : "onto " : "",
139 com->shp_mcp->m_name, com->shp_name,
141 } else if (com->type == EF_LAND) {
142 return prbuf("%s%s #%d",
143 inon ? inon == 1 ? "on " : "onto " : "",
144 com->lnd_lcp->l_name, com->lnd_uid);
146 return "your forces";
151 prcom(int inon, struct combat *com)
153 return pr_com(inon, com, player->cnum);
157 * This is the combat object "type" based integrity check. It basically
158 * splits along three divisions: ship/sector, attacker/defender,
159 * first time/not first time.
163 att_get_combat(struct combat *com, int isdef)
177 if (!getsect(com->x, com->y, §)) {
178 pr("Bad sector: %s\n", xyas(com->x, com->y, player->cnum));
179 return att_combat_init(com, EF_BAD);
181 com->sct_type = sect.sct_type;
182 com->sct_dcp = &dchr[sect.sct_type];
183 mil = sect.sct_item[I_MILIT];
184 pstage = sect.sct_pstage;
185 owner = sect.sct_own;
186 eff = sect.sct_effic;
187 mob = sect.sct_mobil;
192 if (!getland(com->lnd_uid, &land) || !land.lnd_own) {
194 pr("Land unit #%d is not in the same sector!\n",
196 return att_combat_init(com, EF_BAD);
198 if (isdef && player->owner) {
199 pr("Boarding yourself? Try using the 'load' command.\n");
200 return att_combat_init(com, EF_BAD);
202 com->lnd_lcp = &lchr[(int)land.lnd_type];
203 mil = land.lnd_item[I_MILIT];
204 pstage = land.lnd_pstage;
205 owner = land.lnd_own;
206 eff = land.lnd_effic;
207 mob = land.lnd_mobil;
212 if (!getship(com->shp_uid, &ship) || !ship.shp_own) {
214 pr("Ship #%d is not in the same sector!\n", com->shp_uid);
216 pr("Ship #%d is not your ship!\n", com->shp_uid);
217 return att_combat_init(com, EF_BAD);
220 if (isdef && player->owner &&
221 ontradingblock(EF_SHIP, &ship)) {
222 pr("%s is on the trading block.\n", prcom(0, com));
223 return att_combat_init(com, EF_BAD);
226 if (isdef && player->owner) {
227 pr("Boarding yourself? Try using the 'tend' command.\n");
228 return att_combat_init(com, EF_BAD);
230 com->shp_mcp = &mchr[(int)ship.shp_type];
231 strncpy(com->shp_name, ship.shp_name, MAXSHPNAMLEN);
232 if (!isdef && !player->owner) {
234 pr("%s was just sunk!\n", prcom(0, com));
236 pr("Ship #%d is not your ship!\n", com->shp_uid);
237 return att_combat_init(com, EF_BAD);
239 mil = ship.shp_item[I_MILIT];
240 pstage = ship.shp_pstage;
241 owner = ship.shp_own;
242 eff = ship.shp_effic;
243 mob = ship.shp_mobil;
252 return att_combat_init(com, EF_BAD);
255 if (!com->set) { /* first time */
256 if (isdef) { /* defender */
258 } else { /* attacker */
260 pr("No mil %s\n", prcom(1, com));
262 pr("Only 1 mil %s\n", prcom(1, com));
263 /* don't abandon attacking sectors or ships */
264 com->troops = MAX(0, mil - 1);
266 com->plague = pstage == PLG_INFECT;
267 } else { /* not first time */
268 if (isdef) { /* defender */
269 if (com->x != x || com->y != y) {
270 pr("%s has moved!\n", prcom(0, com));
271 return att_combat_init(com, EF_BAD);
273 if (owner != com->own) {
275 pr("WARNING: The ownership of %s just changed from %s to %s!\n",
276 prcom(0, com), cname(com->own), cname(owner));
277 } else if (com->type == EF_SECTOR) {
278 pr("WARNING: %s just abandoned sector %s!\n",
280 xyas(com->x, com->y, player->cnum));
284 pr("WARNING: The enemy mil %s just %s from %d to %d!\n",
286 com->mil < mil ? "increased" : "decreased", com->mil,
289 } else { /* attacker */
290 if (owner != player->cnum && getrel(getnatp(owner), player->cnum) != ALLIED) {
291 /* must be EF_SECTOR */
293 pr("WARNING: Your %d mil in %s were destroyed because %s just took the sector!\n",
294 com->mil, xyas(com->x, com->y, player->cnum),
297 pr("You no longer own %s\n",
298 xyas(com->x, com->y, player->cnum));
299 return att_combat_init(com, EF_BAD);
301 if (com->troops && com->troops + 1 > mil) {
302 if (com->own == owner && player->cnum == owner)
304 pr("WARNING: Your mil %s has been reduced from %d to %d!\n",
305 prcom(1, com), com->troops, MAX(0, mil - 1));
306 com->troops = MAX(0, mil - 1);
321 * In the course of the fight, the combat object may have lost mil, eff, or
322 * mobility. This is the place where the data in the object gets flushed to
323 * disk to make it "real".
327 put_combat(struct combat *com)
336 getsect(com->x, com->y, §);
337 sect.sct_type = com->sct_type;
338 deff = sect.sct_effic - com->eff;
340 sect.sct_road -= sect.sct_road * deff / 100.0;
341 sect.sct_rail -= sect.sct_rail * deff / 100.0;
342 sect.sct_defense -= sect.sct_defense * deff / 100.0;
343 if (sect.sct_road <= 0)
345 if (sect.sct_rail <= 0)
347 if (sect.sct_defense <= 0)
348 sect.sct_defense = 0;
350 sect.sct_effic = com->eff;
352 if (opt_MOB_ACCESS) {
353 if ((com->mob - com->mobcost) < -127)
354 sect.sct_mobil = -127;
356 sect.sct_mobil = (short)(com->mob - com->mobcost);
358 if ((com->mob - com->mobcost) < 0)
361 sect.sct_mobil = (short)(com->mob - com->mobcost);
364 sect.sct_own = com->own;
366 if (sect.sct_pstage == PLG_HEALTHY)
367 sect.sct_pstage = PLG_EXPOSED;
369 sect.sct_item[I_MILIT] = com->mil;
371 com->own = sect.sct_own; /* avoid WARNING if sector reverts */
374 getland(com->lnd_uid, &land);
375 land.lnd_effic = com->eff;
377 if (com->mob - com->mobcost < -127)
378 land.lnd_mobil = -127;
380 land.lnd_mobil = (signed char)(com->mob - com->mobcost);
382 land.lnd_own = com->own;
384 if (land.lnd_pstage == PLG_HEALTHY)
385 land.lnd_pstage = PLG_EXPOSED;
387 if (!(com->lnd_lcp->l_flags & L_SPY))
388 land.lnd_item[I_MILIT] = com->mil;
389 if (com->own == player->cnum) {
390 land.lnd_mission = 0;
392 memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
394 putland(com->lnd_uid, &land);
397 getship(com->shp_uid, &ship);
398 ship.shp_effic = com->eff;
400 if (com->mob - com->mobcost < -127)
401 ship.shp_mobil = -127;
403 ship.shp_mobil = (signed char)(com->mob - com->mobcost);
405 ship.shp_own = com->own;
407 if (ship.shp_pstage == PLG_HEALTHY)
408 ship.shp_pstage = PLG_EXPOSED;
410 ship.shp_item[I_MILIT] = com->mil;
411 if (com->own == player->cnum) {
412 ship.shp_mission = 0;
414 memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
416 putship(com->shp_uid, &ship);
419 att_get_combat(com, com->own != player->cnum);
422 /* If pre-attack, abort fight. If post-attack, don't move anything in */
427 return player->aborted = 1;
431 * This is the combat_mode based integrity check. It splits among two main
432 * divisions: first time/not first time, and attack/assault/para/board.
436 att_abort(int combat_mode, struct combat *off, struct combat *def)
445 if (att_get_combat(def, 1) < 0)
446 return abort_attack();
448 if (off && combat_mode != A_ATTACK) {
449 if (att_get_combat(off, 0) < 0)
450 return abort_attack();
451 if (off->type == EF_SHIP &&
452 (!getsect(off->x, off->y, §) ||
453 sect.sct_type != SCT_WATER)) {
454 pr("%s can not %s from that far inland!\n",
455 prcom(0, off), att_mode[combat_mode]);
456 return abort_attack();
459 switch (combat_mode) {
461 if (!neigh(def->x, def->y, player->cnum) &&
462 !adj_units(def->x, def->y, player->cnum)) {
463 pr("You are not adjacent to %s\n",
464 xyas(def->x, def->y, player->cnum));
465 return abort_attack();
467 if (def->own == player->cnum) {
468 pr("You can't attack your own sector.\n");
469 return abort_attack();
473 if (off && mapdist(off->x, off->y, def->x, def->y) > 1) {
474 pr("You'll have to get there first...\n");
475 return abort_attack();
477 if (off && def->sct_type == SCT_MOUNT) {
478 pr("You can't assault a %s sector!\n", def->sct_dcp->d_name);
479 return abort_attack();
483 if (def->own == player->cnum) {
484 pr("You can't air-assault your own sector.\n");
485 return abort_attack();
487 if (off && (def->sct_type == SCT_MOUNT ||
488 def->sct_type == SCT_WATER ||
489 def->sct_type == SCT_CAPIT ||
490 def->sct_type == SCT_FORTR ||
491 def->sct_type == SCT_WASTE)) {
492 pr("You can't air-assault a %s sector!\n",
493 def->sct_dcp->d_name);
494 return abort_attack();
498 return board_abort(off, def);
500 return land_board_abort(off, def);
503 if (off && def->sct_dcp->d_mob0 < 0) {
504 pr("You can't %s a %s sector!\n",
505 att_mode[combat_mode], def->sct_dcp->d_name);
506 return abort_attack();
508 if (!off || off->relations_checked)
510 off->relations_checked = 1;
513 setcont(player->cnum, def->own, FOUND_SPY);
514 setcont(def->own, player->cnum, FOUND_SPY);
516 if (opt_SLOW_WAR && def->own != player->cnum) {
517 natp = getnatp(player->cnum);
518 rel = getrel(natp, def->own);
521 sprintf(y_or_n, "Sector is owned by %s, your ally, %s [yn]? ",
522 cname(def->own), att_mode[combat_mode]);
523 if (!confirm(y_or_n))
524 return abort_attack();
527 if ((rel != AT_WAR) && (def->own) &&
528 (sect.sct_oldown != player->cnum)) {
529 pr("You're not at war with them!\n");
530 return abort_attack();
537 * Lots of special things need to be checked for boarding, so I put it in
542 board_abort(struct combat *off, struct combat *def)
544 struct shpstr aship, dship; /* for tech levels */
547 if (att_get_combat(def, 1) < 0)
548 return abort_attack();
553 if (att_get_combat(off, 0) < 0)
554 return abort_attack();
556 if (off->x != def->x || off->y != def->y) {
557 pr("Ship #%d is not in the same sector!\n", def->shp_uid);
558 return abort_attack();
560 if (off->type == EF_SHIP) {
562 pr("%s has no mobility!\n", prcom(0, off));
563 return abort_attack();
565 getship(off->shp_uid, &aship);
566 getship(def->shp_uid, &dship);
567 if (techfact(aship.shp_tech, shp_speed(&aship)) * off->eff
568 <= techfact(dship.shp_tech, shp_speed(&dship)) * def->eff) {
569 pr("Victim ship moves faster than you do!\n");
572 "%s (#%d) %s failed to catch %s\n",
573 cname(aship.shp_own), aship.shp_own,
574 pr_com(0, off, def->own), pr_com(0, def, def->own));
575 return abort_attack();
577 } else if (off->type != EF_SECTOR) {
578 pr("Please tell the deity that you got the 'banana boat' error\n");
579 return abort_attack();
581 if (def->shp_mcp->m_flags & M_SUB) {
582 getsect(def->x, def->y, §);
583 if (sect.sct_type == SCT_WATER) {
584 pr("You can't board a submarine!\n");
585 return abort_attack();
592 * Lots of special things need to be checked for boarding, so I put it in
594 * STM - I copied it for land unit boarding. :)
598 land_board_abort(struct combat *off, struct combat *def)
600 if (att_get_combat(def, 1) < 0)
601 return abort_attack();
606 if (att_get_combat(off, 0) < 0)
607 return abort_attack();
609 if (off->x != def->x || off->y != def->y) {
610 pr("Land unit #%d is not in the same sector!\n", def->lnd_uid);
611 return abort_attack();
617 /* If we are boarding, then the defending ship gets a chance to fire back */
619 att_approach(struct combat *off, struct combat *def)
625 pr("Approaching %s...\n", prcom(0, def));
628 "%s is being approached by %s...\n",
629 pr_com(0, def, def->own), pr_com(0, off, def->own));
630 if (!(dam = shipdef(player->cnum, def->own, def->x, def->y)))
633 pr("They're firing at us sir!\n");
636 "Your fleet at %s does %d damage to %s\n",
637 xyas(def->x, def->y, def->own), dam, pr_com(0, off, def->own));
639 if (off->type == EF_SECTOR) {
640 getsect(off->x, off->y, §);
641 sectdamage(§, dam);
643 pr("Enemy fleet at %s does %d damage to %s\n",
644 xyas(def->x, def->y, player->cnum), dam, prcom(0, off));
645 } else if (off->type == EF_SHIP) {
646 getship(off->shp_uid, &ship);
647 shipdamage(&ship, dam);
648 putship(off->shp_uid, &ship);
649 if (def->own && ship.shp_effic < SHIP_MINEFF) {
650 wu(0, def->own, "%s sunk!\n", pr_com(0, off, def->own));
651 nreport(player->cnum, N_SHP_LOSE, def->own, 1);
654 if (att_get_combat(off, 0) < 0)
655 return abort_attack();
659 /* The attack is valid. Tell the attacker about what they're going to hit */
662 att_show(struct combat *def)
664 /* Note that we tell the player about the treaty BEFORE we tell them
665 about the item. If we didn't, then they gain free information */
666 if (def->type == EF_SECTOR) {
667 if (!trechk(player->cnum, def->own, LANATT))
668 return abort_attack();
669 pr("%s is a %d%% %s %s with approximately %d military.\n",
670 xyas(def->x, def->y, player->cnum),
671 roundintby((int)def->eff, 10),
672 cname(def->own), def->sct_dcp->d_name,
673 roundintby(def->troops, 10));
674 if (map_set(player->cnum, def->x, def->y, def->sct_dcp->d_mnem, 0))
675 writemap(player->cnum);
676 } else if (def->type == EF_SHIP || def->type == EF_LAND) {
677 if (def->type == EF_SHIP) {
678 if (!trechk(player->cnum, def->own, SEAATT))
679 return abort_attack();
681 if (!trechk(player->cnum, def->own, LNDATT))
682 return abort_attack();
684 pr("%s is about %d%% efficient and has approximately %d mil on board.\n", prcom(0, def), roundintby((int)def->eff, 10), roundintby(def->troops, 10));
686 /* Ok, everything is fine */
690 /* Attack and assault ask the user which kind of support they want */
693 att_ask_support(int offset, int *fortp, int *shipp, int *landp,
698 *fortp = *shipp = *landp = *planep = 1;
700 if (player->argp[offset] != NULL) {
701 if ((player->argp[offset + 1] == NULL) ||
702 (player->argp[offset + 2] == NULL) ||
703 (player->argp[offset + 3] == NULL)) {
704 pr("If any support arguments are used, all must be!\n");
709 *landp = *planep = 0;
711 if (!(p = getstarg(player->argp[offset], "Use fort support? ",
715 if ((*p == 'y') || (*p == 'Y'))
718 if (!(p = getstarg(player->argp[offset + 1], "Use ship support? ",
722 if ((*p == 'y') || (*p == 'Y'))
725 if (!(p = getstarg(player->argp[offset + 2], "Use land support? ",
729 if ((*p == 'y') || (*p == 'Y'))
732 if (!(p = getstarg(player->argp[offset + 3], "Use plane support? ",
736 if ((*p == 'y') || (*p == 'Y'))
743 * Attack, assault, and board ask the attacker what they'd like to attack
744 * with. This includes mil and land units from each "off" object. Note that
745 * after each sub-prompt, we check to make sure that the attack is still
746 * valid, and if it's not, then we abort the attack.
750 att_ask_offense(int combat_mode, struct combat *off, struct combat *def,
751 struct emp_qelem *olist, int *a_spyp, int *a_engineerp)
754 char land_answer[256];
757 if (att_abort(combat_mode, off, def))
759 memset(land_answer, 0, sizeof(land_answer));
760 for (n = 0; n <= off->last; ++n) {
761 off[n].troops = ask_off(combat_mode, off + n, def);
762 if (att_abort(combat_mode, off, def))
764 ask_olist(combat_mode, off + n, def, olist, land_answer,
765 a_spyp, a_engineerp);
766 if (att_abort(combat_mode, off, def))
773 * Return path cost for ATTACKER to enter sector given by DEF.
774 * MOBTYPE is a mobility type accepted by sector_mcost().
777 att_mobcost(natid attacker, struct combat *def, int mobtype)
782 if (CANT_HAPPEN(def->type != EF_SECTOR))
784 ok = getsect(def->x, def->y, §);
785 if (CANT_HAPPEN(!ok))
789 * We want the cost to move/march into the sector. If we just
790 * called sector_mcost(), we'd get the defender's cost. The
791 * attacker's cost is higher unless he's the old-owner. Note: if
792 * there are no civilians, a victorious attacker will become the
793 * old-owner. But he isn't now.
795 sect.sct_own = attacker;
797 return sector_mcost(§, mobtype);
800 /* How many mil is off allowed to attack with when it attacks def? */
803 get_mob_support(int combat_mode, struct combat *off, struct combat *def)
808 switch (combat_mode) {
810 mobcost = att_mobcost(off->own, def, MOB_MOVE);
811 if (mobcost < 0 || off->mob <= 0)
813 mob_support = off->mob / mobcost;
814 if (mob_support < off->troops)
815 pr("Sector %s has %d mobility which can only support %d mil,\n",
816 xyas(off->x, off->y, player->cnum), off->mob, mob_support);
818 mob_support = off->troops;
821 if (def->own != player->cnum && def->mil) {
822 if (off->shp_mcp->m_flags & M_SEMILAND)
823 return off->troops / 4;
824 else if (!(off->shp_mcp->m_flags & M_LAND))
825 return off->troops / 10;
829 if (off->type == EF_SECTOR && off->mob <= 0)
831 mob_support = def->shp_mcp->m_item[I_MILIT];
832 if (mob_support < off->troops)
833 pr("The size of the ship you are trying to board limits your party to %d mil,\n", mob_support);
835 mob_support = off->troops;
840 if (def->lnd_lcp->l_flags & L_SPY)
842 mob_support = def->lnd_lcp->l_item[I_MILIT];
843 if (mob_support < off->troops)
844 pr("The size of the unit you are trying to board limits your party to %d mil,\n", mob_support);
846 mob_support = off->troops;
853 * If the attacker decides to go through with the attack, then the
854 * sectors/ships they are attacking with may be charged some mobility.
855 * This is where that amount of mobility is calculated. It is actually
856 * subtracted "for real" from the object's mobility in put_combat().
860 calc_mobcost(int combat_mode, struct combat *off, struct combat *def,
867 switch (combat_mode) {
869 off->mobcost += MAX(1,
871 * att_mobcost(off->own, def, MOB_MOVE)));
874 off->mobcost += MAX(1, attacking_mil / 5);
879 off->mobcost += MAX(1, attacking_mil / 5);
882 /* the 2 in the formula below is a fudge factor */
883 getship(def->shp_uid, &ship);
884 off->mobcost += (def->eff / 100) * (shp_speed(&ship) / 2);
889 /* How many mil to we want to attack from off against def? */
892 ask_off(int combat_mode, struct combat *off, struct combat *def)
898 if (att_get_combat(off, 0) <= 0)
900 if ((off->type == EF_SECTOR) && (off->own != player->cnum))
902 if ((mob_support = get_mob_support(combat_mode, off, def)) <= 0)
904 if (off->type == EF_SECTOR) {
905 if (off->own != player->cnum)
907 sprintf(prompt, "Number of mil from %s at %s (max %d) : ",
908 off->sct_dcp->d_name,
909 xyas(off->x, off->y, player->cnum), mob_support);
911 sprintf(prompt, "Number of mil from %s (max %d) : ",
912 prcom(0, off), mob_support);
914 if ((attacking_mil = onearg(0, prompt)) < 0)
916 if (att_abort(combat_mode, off, def))
918 if (att_get_combat(off, 0) <= 0)
921 MIN(attacking_mil, MIN(mob_support, off->troops))) <= 0)
924 calc_mobcost(combat_mode, off, def, attacking_mil);
925 return attacking_mil;
929 * Which units would you like to attack with or move in with [ynYNq?]
933 att_prompt(char *prompt, char army)
941 p = getstring(prompt, buf);
942 if (!p || *p == 'q') {
948 if (tolower(*p) == 'y' || tolower(*p) == 'n')
950 pr("y - yes this unit\n"
952 "Y - yes to all units in army '%c'\n"
953 "N - no to all units in army '%c'\n"
954 "q - quit\n? - this help message\n\n",
959 /* Ask the attacker which units they want to attack/assault/board with */
962 ask_olist(int combat_mode, struct combat *off, struct combat *def,
963 struct emp_qelem *olist, char *land_answer, int *a_spyp,
977 if (def->type == EF_LAND)
979 if (def->type == EF_SHIP)
980 maxland = def->shp_mcp->m_nland;
982 snxtitem_xy(&ni, EF_LAND, off->x, off->y);
983 while (nxtitem(&ni, &land)) {
984 if (land.lnd_own != player->cnum)
986 if (land.lnd_effic < LAND_MINEFF)
988 if (land_answer[(int)land.lnd_army] == 'N')
990 if (!lnd_can_attack(&land))
992 lcp = &lchr[(int)land.lnd_type];
994 if (def->type == EF_SHIP && !maxland) {
995 pr("Land units are not able to board this kind of ship\n");
998 if (def->type == EF_SHIP
999 && (def->shp_mcp->m_flags & (M_SUPPLY | M_SUB)) != M_SUPPLY
1000 && !(lcp->l_flags & L_LIGHT)) {
1001 pr("Only light land units can board this kind of ship\n");
1004 if (land.lnd_mobil <= 0) {
1005 pr("%s is out of mobility, and cannot %s\n",
1006 prland(&land), att_mode[combat_mode]);
1011 if (ontradingblock(EF_LAND, &land)) {
1012 pr("%s is on the trading block, and cannot %s\n",
1013 prland(&land), att_mode[combat_mode]);
1018 if (off->type == EF_SECTOR && land.lnd_ship >= 0) {
1019 pr("%s is on ship #%d, and cannot %s\n",
1020 prland(&land), land.lnd_ship, att_mode[combat_mode]);
1022 } else if (off->type == EF_SHIP) {
1023 if (land.lnd_ship != off->shp_uid)
1025 } else if (land.lnd_land >= 0) {
1026 pr("%s is on unit #%d, and cannot %s\n",
1027 prland(&land), land.lnd_land, att_mode[combat_mode]);
1030 switch (combat_mode) {
1033 * We used to let land units attack only if they have the
1034 * mobility consumed by the attack, not counting combat
1035 * and moving in to occupy. Making sure your land units
1036 * reach attack positions with enough mobility left is a
1037 * pain in the neck. We now require positive mobility,
1038 * just like for marching. Except we don't allow rushing
1039 * of high-mobility sectors (mountains): for those we
1040 * still require attack mobility.
1042 mobcost = att_mobcost(off->own, def, lnd_mobtype(&land));
1043 if (mobcost < 1.0) {
1044 if (land.lnd_mobil <= 0) {
1045 pr("%s is out of mobility\n", prland(&land));
1049 mobcost = lnd_pathcost(&land, mobcost);
1050 if (land.lnd_mobil < mobcost) {
1051 pr("%s does not have enough mobility (%d needed)\n",
1052 prland(&land), (int)ceil(mobcost));
1060 if (!(lcp->l_flags & L_ASSAULT))
1067 att_val = attack_val(combat_mode, &land);
1068 if (att_val < 1.0) {
1069 pr("%s has no offensive strength\n", prland(&land));
1072 resupply_all(&land);
1073 putland(land.lnd_uid, &land);
1074 if (!has_supply(&land)) {
1075 pr("%s is out of supply, and cannot %s\n",
1076 prland(&land), att_mode[combat_mode]);
1079 if (def->type == EF_SHIP && first_time) {
1081 pr("You may board with a maximum of %d land units\n", maxland);
1083 pr("%s has a base %s value of %.0f\n",
1084 prland(&land), att_mode[combat_mode], att_val);
1085 if (land_answer[(int)land.lnd_army] != 'Y') {
1087 "%s with %s %s (%c %d%%) [ynYNq?] ",
1088 att_mode[combat_mode],
1091 land.lnd_army ? land.lnd_army : '~',
1093 land_answer[(int)land.lnd_army] =
1094 att_prompt(prompt, land.lnd_army);
1095 if (att_abort(combat_mode, off, def))
1097 if (land_answer[(int)land.lnd_army] != 'y' &&
1098 land_answer[(int)land.lnd_army] != 'Y')
1101 if (!(llp = malloc(sizeof(struct ulist)))) {
1102 logerror("Malloc failed in attack!\n");
1106 memset(llp, 0, sizeof(struct ulist));
1107 emp_insque(&llp->queue, olist);
1108 llp->mobil = mobcost;
1109 if (!get_land(combat_mode, def, land.lnd_uid, llp, 0))
1111 if (lnd_spyval(&land) > *a_spyp)
1112 *a_spyp = lnd_spyval(&land);
1113 if (((struct lchrstr *)llp->chrp)->l_flags & L_ENGINEER)
1115 if (def->type == EF_SHIP && ++count >= maxland)
1120 /* What's the offense or defense multiplier? */
1123 att_combat_eff(struct combat *com)
1129 if (com->type == EF_SECTOR) {
1130 eff = com->eff / 100.0;
1131 if (com->own == player->cnum) {
1132 str = com->sct_dcp->d_ostr;
1133 eff = 1.0 + (str - 1.0) * eff;
1135 eff = sector_strength(getsectp(com->x, com->y));
1136 } else if (com->type == EF_SHIP && com->own != player->cnum) {
1137 getship(com->shp_uid, &ship);
1138 eff = 1.0 + shp_armor(&ship) / 100.0;
1144 att_get_offense(int combat_mode, struct combat *off,
1145 struct emp_qelem *olist, struct combat *def)
1150 * Get the attacker units & mil again in case they changed while the
1151 * attacker was answering sub-prompts.
1154 ototal = get_ototal(combat_mode, off, olist, 1.0, 1);
1155 if (att_empty_attack(combat_mode, ototal, def))
1156 return abort_attack();
1157 if (combat_mode == A_PARA)
1159 pr("\n Initial attack strength: %8d\n", ototal);
1163 /* Get the defensive units and reacting units */
1165 att_get_defense(struct emp_qelem *olist, struct combat *def,
1166 struct emp_qelem *dlist, int a_spy, int ototal)
1169 struct emp_qelem *qp;
1175 get_dlist(def, dlist, 0, &d_spy);
1176 dtotal = get_dtotal(def, dlist, 1.0, 0);
1179 * Call in reacting units
1182 if (def->type == EF_SECTOR && def->sct_type != SCT_MOUNT)
1183 att_reacting_units(def, dlist, a_spy, &d_spy, ototal);
1185 for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
1186 llp = (struct ulist *)qp;
1187 intelligence_report(def->own, &llp->unit.land, d_spy,
1188 "Scouts report attacking unit:");
1191 old_dtotal = dtotal;
1192 dtotal = get_dtotal(def, dlist, 1.0, 0);
1193 if (dtotal != old_dtotal)
1194 pr("Defense strength with reacting units: %8d\n", dtotal);
1199 /* Get the defensive land units in the sector or on the ship */
1202 get_dlist(struct combat *def, struct emp_qelem *list, int a_spy,
1205 struct nstr_item ni;
1209 /* In here is where you need to take out spies and trains from the defending
1210 lists. Spies try to hide, trains get trapped and can be boarded. */
1212 snxtitem_xy(&ni, EF_LAND, def->x, def->y);
1213 while (nxtitem(&ni, &land)) {
1216 if (land.lnd_own != def->own)
1218 if (def->type == EF_SECTOR && land.lnd_ship >= 0)
1220 if (def->type == EF_SECTOR && land.lnd_land >= 0)
1222 if (def->type == EF_SHIP && land.lnd_ship != def->shp_uid)
1224 if (def->type == EF_LAND && land.lnd_land != def->lnd_uid)
1226 intelligence_report(player->cnum, &land, a_spy,
1227 "Scouts report defending unit:");
1228 if (!(llp = malloc(sizeof(struct ulist)))) {
1229 logerror("Malloc failed in attack!\n");
1233 memset(llp, 0, sizeof(struct ulist));
1234 emp_insque(&llp->queue, list);
1235 llp->supplied = has_supply(&land);
1236 if (!get_land(A_DEFEND, def, land.lnd_uid, llp, 1))
1238 if (lnd_spyval(&land) > *d_spyp)
1239 *d_spyp = lnd_spyval(&land);
1243 /* Calculate the total offensive strength */
1246 get_ototal(int combat_mode, struct combat *off, struct emp_qelem *olist,
1247 double osupport, int check)
1249 double ototal = 0.0;
1250 struct emp_qelem *qp, *next;
1255 * first, total the attacking mil
1258 for (n = 0; n <= off->last; ++n) {
1259 if (off[n].type == EF_BAD || (check &&
1260 att_get_combat(&off[n], 0) <= 0))
1262 ototal += off[n].troops * att_combat_eff(off + n);
1266 * next, add in the attack_values of all
1267 * the attacking units
1270 for (qp = olist->q_forw; qp != olist; qp = next) {
1272 llp = (struct ulist *)qp;
1273 if (check && !get_land(combat_mode, 0, llp->unit.land.lnd_uid, llp, 0))
1275 if (combat_mode == A_ATTACK) {
1277 for (n = 0; n <= off->last; ++n) {
1278 if (off[n].type == EF_BAD)
1280 if ((off[n].x == llp->unit.land.lnd_x) &&
1281 (off[n].y == llp->unit.land.lnd_y))
1285 lnd_delete(llp, "is in a sector not owned by you");
1288 ototal += attack_val(combat_mode, &llp->unit.land) *
1289 att_combat_eff(off + w);
1291 ototal += attack_val(combat_mode, &llp->unit.land);
1296 return ldround(ototal, 1);
1299 /* Calculate the total defensive strength */
1302 get_dtotal(struct combat *def, struct emp_qelem *list, double dsupport,
1305 double dtotal = 0.0, eff = 1.0, d_unit;
1306 struct emp_qelem *qp, *next;
1309 if (check && att_get_combat(def, 1) < 0)
1311 eff = att_combat_eff(def);
1312 dtotal = def->troops * eff;
1315 * next, add in the defense_values of all
1316 * the defending non-retreating units
1319 for (qp = list->q_forw; qp != list; qp = next) {
1321 llp = (struct ulist *)qp;
1322 if (check && !get_land(A_DEFEND, def, llp->unit.land.lnd_uid, llp, 1))
1324 d_unit = defense_val(&llp->unit.land);
1327 dtotal += d_unit * eff;
1332 return ldround(dtotal, 1);
1336 * This is the land unit integrity check. Note that we don't print
1337 * warnings about victim land units because the attacker may not have seen them
1341 get_land(int combat_mode, struct combat *def, int uid, struct ulist *llp,
1344 struct lndstr *lp = &llp->unit.land;
1349 if (!llp->chrp) { /* first time */
1350 llp->x = llp->unit.land.lnd_x;
1351 llp->y = llp->unit.land.lnd_y;
1352 llp->chrp = (struct empobj_chr *)&lchr[(int)llp->unit.land.lnd_type];
1353 } else { /* not first time */
1354 if (lp->lnd_effic < LAND_MINEFF) {
1355 sprintf(buf, "was destroyed and is no longer a part of the %s",
1356 att_mode[combat_mode]);
1357 lnd_delete(llp, buf);
1361 if (lp->lnd_x != def->x || lp->lnd_y != def->y) {
1363 "left to go fight another battle and is no longer a part of the defense");
1367 if (lp->lnd_own != player->cnum) {
1369 "was destroyed and is no longer a part of the %s",
1370 att_mode[combat_mode]);
1371 lnd_delete(llp, buf);
1374 if (lp->lnd_x != llp->x || lp->lnd_y != llp->y) {
1376 "left to fight another battle and is no longer a part of the %s",
1377 att_mode[combat_mode]);
1378 lnd_delete(llp, buf);
1381 if (lp->lnd_effic < llp->eff) {
1382 sprintf(buf, "damaged from %d%% to %d%%",
1383 llp->eff, lp->lnd_effic);
1384 lnd_print(llp, buf);
1388 llp->eff = llp->unit.land.lnd_effic;
1394 * Put the land unit on the disk. If there was some mobility cost, then
1395 * subtract it from the units mobility. Note that this works the same way
1396 * as sectors & ships in that no mobility is actually taken until the attacker
1397 * has committed to attacking.
1401 kill_land(struct emp_qelem *list)
1403 struct emp_qelem *qp, *next;
1406 for (qp = list->q_forw; qp != list; qp = next) {
1408 llp = (struct ulist *)qp;
1409 if (llp->unit.land.lnd_ship >= 0) {
1410 llp->unit.land.lnd_effic = 0;
1411 lnd_delete(llp, "cannot return to the ship, and dies!");
1417 att_infect_units(struct emp_qelem *list, int plague)
1419 struct emp_qelem *qp, *next;
1424 for (qp = list->q_forw; qp != list; qp = next) {
1426 llp = (struct ulist *)qp;
1427 if (llp->unit.land.lnd_pstage == PLG_HEALTHY)
1428 llp->unit.land.lnd_pstage = PLG_EXPOSED;
1433 put_land(struct emp_qelem *list)
1435 struct emp_qelem *qp, *next;
1438 for (qp = list->q_forw; qp != list; qp = next) {
1440 llp = (struct ulist *)qp;
1441 llp->unit.land.lnd_mission = 0;
1442 llp->unit.land.lnd_harden = 0;
1443 llp->unit.land.lnd_mobil -= (int)llp->mobil;
1445 putland(llp->unit.land.lnd_uid, &llp->unit.land);
1446 if (llp->unit.land.lnd_own != player->cnum) {
1447 emp_remque((struct emp_qelem *)llp);
1450 get_land(A_ATTACK, 0, llp->unit.land.lnd_uid, llp, 0);
1455 * Keep sending in reinforcements until it looks like we're going to win.
1456 * Note that the "strength" command also calls this routine.
1460 att_reacting_units(struct combat *def, struct emp_qelem *list, int a_spy,
1461 int *d_spyp, int ototal)
1463 struct nstr_item ni;
1465 struct sctstr sect, dsect;
1468 double new_land = 0;
1474 double eff = att_combat_eff(def);
1478 dtotal = get_dtotal(def, list, 1.0, 1);
1481 snxtitem_all(&ni, EF_LAND);
1482 while (nxtitem(&ni, &land) && dtotal + new_land * eff < 1.2 * ototal) {
1485 if (!land.lnd_rad_max)
1487 if ((land.lnd_x == def->x) && (land.lnd_y == def->y))
1489 if (land.lnd_own != def->own)
1491 if (land.lnd_ship >= 0)
1493 if (land.lnd_land >= 0)
1495 if (defense_val(&land) < 1.0)
1497 if (!lnd_can_attack(&land))
1500 /* Only supplied units can react */
1501 if (!has_supply(&land))
1504 dist = mapdist(land.lnd_x, land.lnd_y, def->x, def->y);
1506 getsect(land.lnd_x, land.lnd_y, §);
1507 /* Units on efficient headquarters can react 1 farther */
1508 if ((sect.sct_type == SCT_HEADQ) && (sect.sct_effic >= 60))
1509 radius = land.lnd_rad_max + 1;
1511 radius = land.lnd_rad_max;
1513 if (land.lnd_mission == MI_RESERVE)
1519 getsect(def->x, def->y, &dsect);
1520 if (!BestLandPath(buf, §, &dsect, &pathcost,
1521 lnd_mobtype(&land)))
1524 mobcost = lnd_pathcost(&land, pathcost);
1525 if (land.lnd_mobil < mobcost)
1528 new_land += defense_val(&land);
1530 if (!list) /* we are in the "strength" command */
1533 /* move to defending sector */
1534 land.lnd_mobil -= ldround(mobcost, 1);
1537 land.lnd_x = def->x;
1538 land.lnd_y = def->y;
1539 putland(land.lnd_uid, &land);
1540 wu(0, land.lnd_own, "%s reacts to %s.\n",
1541 prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
1543 llp = malloc(sizeof(struct ulist));
1545 memset(llp, 0, sizeof(struct ulist));
1549 llp->chrp = (struct empobj_chr *)&lchr[(int)land.lnd_type];
1550 llp->unit.land = land;
1551 emp_insque(&llp->queue, list);
1552 if (lnd_spyval(&land) > *d_spyp)
1553 *d_spyp = lnd_spyval(&land);
1555 intelligence_report(player->cnum, &land, a_spy,
1556 "Scouts sight reacting enemy unit:");
1561 /* Pop off shells and fly bombing missions to get your attack multiplier up */
1564 get_osupport(char *outs, struct combat *def, int fort_sup, int ship_sup,
1565 int land_sup, int plane_sup)
1567 double osupport = 1.0;
1569 double af, as, au, ap;
1571 af = as = au = ap = 0.0;
1573 dam = dd(def->own, player->cnum, def->x, def->y, 0, 0);
1578 dam = sd(def->own, player->cnum, def->x, def->y, 0, 0, 0);
1585 dam = lnd_support(def->own, player->cnum, def->x, def->y, 0);
1591 dam = off_support(def->x, def->y, def->own, player->cnum);
1595 sprintf(outs, "attacker\t%1.2f\t%1.2f\t%1.2f\t%1.2f\n", af, as, au,
1600 /* Pop off shells and fly bombing missions to get your defense multiplier up */
1603 get_dsupport(char *outs, struct emp_qelem *list, struct combat *def,
1604 int ototal, int dtotal)
1606 double dsupport = 1.0;
1608 double df, ds, du, dp;
1611 df = ds = du = dp = 0.0;
1612 if (dtotal < 0.1 * ototal) {
1614 } else if (dtotal >= 1.2 * ototal) {
1617 dam = dd(player->cnum, def->own, def->x, def->y, 0, 1);
1621 dtotal = get_dtotal(def, list, dsupport, 0);
1622 if (dtotal < 1.2 * ototal) {
1623 dam = sd(player->cnum, def->own, def->x, def->y, 0, 1, 0);
1626 dtotal = get_dtotal(def, list, dsupport, 0);
1628 if (dtotal < 1.2 * ototal) {
1629 dam = lnd_support(player->cnum, def->own, def->x, def->y, 1);
1632 dtotal = get_dtotal(def, list, dsupport, 1);
1634 if (dtotal < 1.2 * ototal) {
1635 dam = def_support(def->x, def->y, player->cnum, def->own);
1643 sprintf(outs, "defender\t%1.2f\t%1.2f\t%1.2f\t%1.2f\n\n", df, ds,
1648 "\nOdds are bad for us...support cancelled.\n\n");
1651 "\nOdds are good for us...support cancelled.\n\n");
1657 * Land mines add to the defense multiplier. If the attacker has engineers
1658 * then this multiplier is cut in half.
1662 get_mine_dsupport(struct combat *def, int a_engineer)
1667 getsect(def->x, def->y, §);
1669 if (sect.sct_oldown != player->cnum) {
1670 mines = MIN(sect.sct_mines, 20);
1672 mines = ldround(mines / 2.0, 1);
1675 wu(0, def->own, "Defending mines add %1.2f\n",
1677 pr("Defending mines add %1.2f\n", mines * 0.02);
1678 return mines * 0.02;
1684 /* Get the offensive and defensive support */
1686 att_get_support(int combat_mode, int ofort, int oship, int oland,
1687 int oplane, struct emp_qelem *olist, struct combat *off,
1688 struct emp_qelem *dlist, struct combat *def,
1689 double *osupportp, double *dsupportp, int a_engineer)
1692 char osupports[512];
1693 char dsupports[512];
1695 if (combat_mode == A_PARA)
1698 *osupportp = get_osupport(osupports, def,
1699 ofort, oship, oland, oplane);
1702 * I need to put a 1 at the end of the next four total_stren calls
1703 * because units & mil may have been damaged by collateral damage or
1704 * nuclear warheads from the offensive & defensive support.
1707 ototal = get_ototal(combat_mode, off, olist, *osupportp, 1);
1708 if (att_empty_attack(combat_mode, ototal, def))
1709 return abort_attack();
1710 dtotal = get_dtotal(def, dlist, *dsupportp, 1);
1713 * Calculate defensive support. If odds are too good or too bad
1714 * then don't call in support.
1717 *dsupportp = get_dsupport(dsupports, dlist, def, ototal, dtotal);
1718 ototal = get_ototal(combat_mode, off, olist, *osupportp, 1);
1719 if (att_empty_attack(combat_mode, ototal, def))
1720 return abort_attack();
1722 if ((*osupports || *dsupports) &&
1723 (*osupportp != 1.0 || *dsupportp != 1.0)) {
1724 pr("\n\t\tsupport values\n");
1725 pr("\t\tforts\tships\tunits\tplanes\n");
1726 if (*osupportp != 1.0)
1727 pr("%s", osupports);
1728 if (*dsupportp != 1.0)
1729 pr("%s", dsupports);
1731 wu(0, def->own, "\n\t\tsupport values\n");
1732 wu(0, def->own, "\t\tforts\tships\tunits\tplanes\n");
1733 if (*osupportp != 1.0)
1734 wu(0, def->own, "%s", osupports);
1735 if (*dsupportp != 1.0)
1736 wu(0, def->own, "%s", dsupports);
1740 dtotal = get_dtotal(def, dlist, *dsupportp, 1);
1741 if (dtotal && def->type == EF_SECTOR)
1742 *dsupportp += get_mine_dsupport(def, a_engineer);
1746 /* How many two-legged bipeds are in this combat force? */
1749 count_bodies(struct combat *off, struct emp_qelem *list)
1753 struct emp_qelem *qp;
1756 for (n = 0; n <= off->last; ++n)
1757 bodies += off[n].troops;
1758 for (qp = list->q_forw; qp != list; qp = qp->q_forw) {
1759 llp = (struct ulist *)qp;
1760 bodies += llp->unit.land.lnd_item[I_MILIT];
1765 /* This is where the fighting actually occurs. */
1768 att_fight(int combat_mode, struct combat *off, struct emp_qelem *olist,
1769 double osupport, struct combat *def, struct emp_qelem *dlist,
1773 int a_cas = 0; /* Casualty counts */
1775 int ototal; /* total attacking strength */
1776 int dtotal; /* total defending strength */
1777 int a_bodies; /* total attacking mil (incl. mil in units) */
1778 int d_bodies; /* total defending mil (incl. mil in units) */
1788 ototal = get_ototal(combat_mode, off, olist, osupport,
1789 combat_mode != A_PARA);
1790 dtotal = get_dtotal(def, dlist, dsupport, 0);
1794 a_bodies = count_bodies(off, olist);
1795 d_bodies = count_bodies(def, dlist);
1796 d_mil = def->troops;
1797 for (n = 0; n <= off->last; ++n)
1798 if (off[n].type == EF_BAD)
1801 a_troops[n] = off[n].troops;
1803 /* This switch is required to get the spacing right */
1804 switch (combat_mode) {
1806 pr(" Final attack strength: %8d\n", ototal);
1809 pr(" Final assault strength: %8d\n", ototal);
1812 if (def->sct_type == SCT_MOUNT ||
1813 def->sct_type == SCT_WATER ||
1814 def->sct_type == SCT_CAPIT ||
1815 def->sct_type == SCT_FORTR || def->sct_type == SCT_WASTE) {
1816 pr("You can't air-assault a %s sector!\n",
1817 def->sct_dcp->d_name);
1820 ototal = get_ototal(A_PARA, off, olist, osupport, 0);
1822 pr(" Final air-assault strength: %8d\n", ototal);
1826 pr(" Final board strength: %8d\n", ototal);
1830 pr(" Final defense strength: %8d\n", dtotal);
1831 odds = att_calcodds(ototal, dtotal);
1832 pr(" Final odds: %8d%%\n", (int)(odds * 100));
1834 /* spread the plague */
1835 if (combat_mode != A_PARA) {
1837 for (n = 0; n <= off->last; ++n)
1838 if (off[n].type != EF_BAD)
1839 def->plague |= off[n].plague;
1840 for (n = 0; n <= off->last; ++n)
1841 if (off[n].type != EF_BAD)
1842 off[n].plague |= def->plague;
1844 att_infect_units(olist, off->plague);
1845 att_infect_units(dlist, def->plague);
1848 * Fighting is slightly random. There is always that last little
1849 * effort you see people put in. Or the stray bullet that takes out
1850 * an officer and the rest go into chaos. Things like that.
1851 * Thus, we have added a very slight random factor that will sometimes
1852 * allow the little guy to win. We modify the odds a little
1853 * (either +- 5%) to account for this randomness. We also only
1854 * recalculate the odds every 8-50 casualties, not every cacsualty,
1855 * since a single dead guy normally wouldn't cause a commander to
1856 * rethink his strategies, but 50 dead guys might.
1858 odds += (random() % 11 - 5) / 100.0;
1863 recalctime = 8 + (random() % 43);
1864 while (!success && ototal) {
1867 d_cas += take_casualty(A_DEFEND, def, dlist);
1868 dtotal = get_dtotal(def, dlist, dsupport, 0);
1873 a_cas += take_casualty(combat_mode, off, olist);
1874 ototal = get_ototal(combat_mode, off, olist, osupport, 0);
1876 if (((a_cas + d_cas) % 70) == 69)
1878 if (recalctime-- <= 0) {
1879 recalctime = 8 + (random() % 43);
1880 odds = att_calcodds(ototal, dtotal);
1881 odds += (random() % 11 - 5) / 100.0;
1889 /* update defense mobility & mil */
1893 if (def->type == EF_SECTOR && d_mil && d_cas) {
1897 newmob = damage(def->mob, 100 * d_cas / d_mil);
1898 def->mobcost = MIN(20, def->mob - newmob);
1901 def->mil = def->troops;
1904 /* update attack mobility & mil */
1905 for (n = 0; n <= off->last; ++n)
1906 if (off[n].type != EF_BAD && off[n].troops < a_troops[n]) {
1907 if (off[n].type == EF_SECTOR && off[n].mil) {
1908 if (!CANT_HAPPEN(off[n].mob < 0)) {
1909 newmob = damage(off[n].mob,
1910 100 * (a_troops[n] - off[n].troops)
1912 off[n].mobcost += MIN(20, off[n].mob - newmob);
1915 off[n].mil -= a_troops[n] - off[n].troops;
1918 /* update land unit mobility */
1919 if (d_bodies && d_cas)
1920 lnd_takemob(dlist, (double)d_cas / d_bodies);
1921 if (a_bodies && a_cas)
1922 lnd_takemob(olist, (double)a_cas / a_bodies);
1924 /* damage attacked sector */
1925 def->eff = effdamage(def->eff, (d_cas + a_cas) / 10);
1927 pr("- Casualties -\n Yours: %d\n", a_cas);
1928 pr(" Theirs: %d\n", d_cas);
1929 pr("Papershuffling ... %.1f B.T.U\n", (d_cas + a_cas) * 0.15);
1930 player->btused += (int)((d_cas + a_cas) * 0.015 + 0.5);
1933 switch (combat_mode) {
1935 news_item = def->own ? N_WON_SECT : N_TOOK_UNOCC;
1936 pr("We have captured %s, sir!\n", prcom(0, def));
1940 news_item = def->own ? N_AWON_SECT : N_START_COL;
1941 pr("We have secured a beachhead at %s, sir!\n", prcom(0, def));
1942 action = "assaulting and taking";
1945 news_item = def->own ? N_PWON_SECT : N_PARA_UNOCC;
1946 pr("We have captured %s, sir!\n", prcom(0, def));
1947 action = "air-assaulting and taking";
1950 news_item = N_BOARD_SHIP;
1951 pr("We have boarded %s, sir!\n", prcom(0, def));
1952 action = "boarding";
1955 news_item = N_BOARD_LAND;
1956 pr("We have boarded %s, sir!\n", prcom(0, def));
1957 action = "boarding";
1962 action = "defeating";
1965 switch (combat_mode) {
1967 news_item = N_SCT_LOSE;
1968 pr("You have been defeated!\n");
1969 action = "attacking";
1972 news_item = N_ALOSE_SCT;
1973 pr("You have been defeated!\n");
1975 action = "trying to assault";
1978 news_item = N_PLOSE_SCT;
1979 pr("All of your troops were destroyed\n");
1980 action = "trying to air-assault";
1983 news_item = N_SHP_LOSE;
1984 pr("You have been repelled\n");
1986 action = "trying to board";
1989 news_item = N_LND_LOSE;
1990 pr("You have been repelled\n");
1992 action = "trying to board";
1997 action = "fighting";
2000 nreport(player->cnum, news_item, def->own, 1);
2003 "%s (#%d) lost %d troops %s %s\nWe lost %d troops defending\n",
2004 cname(player->cnum), player->cnum, a_cas,
2005 action, pr_com(0, def, def->own), d_cas);
2008 send_reacting_units_home(dlist);
2010 /* putland the defending land */
2013 /* putland the attacking land */
2016 /* put the victim sector/ship/land */
2017 if (!success || !take_def(combat_mode, olist, off, def))
2020 /* put the attacking sectors/ship */
2021 for (n = 0; n <= off->last; ++n)
2022 if (off[n].type != EF_BAD)
2023 put_combat(&off[n]);
2028 switch (combat_mode) {
2030 ask_move_in(off, olist, def);
2032 /* put sectors again to get abandon warnings */
2033 for (n = 0; n <= off->last; ++n)
2034 if (off[n].type != EF_BAD)
2035 put_combat(&off[n]);
2038 att_move_in_off(combat_mode, off, olist, def);
2041 pr("%d of your troops now occupy %s\n", def->mil, prcom(0, def));
2045 /* What percentage of the combat forces going head-to-head are we? */
2048 att_calcodds(int ototal, int dtotal)
2052 /* calculate odds */
2055 else if (dtotal <= 0)
2058 odds = (double)ototal / (dtotal + ototal);
2063 /* Here's where the dead soldiers get dragged off the battlefield */
2066 take_casualty(int combat_mode, struct combat *off, struct emp_qelem *olist)
2068 int to_take = CASUALTY_LUMP;
2069 int biggest_troops = 0, index = -1;
2070 int n, tot_troops = 0, biggest_mil, cas;
2071 struct emp_qelem *qp, *biggest;
2074 for (n = 0; n <= off->last; ++n) {
2075 if (off[n].type != EF_BAD) {
2076 tot_troops += off[n].troops;
2077 if (off[n].troops > biggest_troops) {
2078 biggest_troops = off[n].troops;
2085 to_take -= tot_troops;
2088 for (n = 0; n <= off->last; ++n)
2089 if (off[n].type != EF_BAD)
2093 * They can all come off mil. We rotate the casualties,
2094 * starting with the sector containing the most mil.
2096 to_take = CASUALTY_LUMP;
2098 pr("ERROR: Tell the deity that you got the 'green librarian' error\n");
2101 while (to_take > 0) {
2102 for (n = index; n <= off->last && to_take; ++n) {
2103 if (off[n].type != EF_BAD && off[n].troops > 0) {
2108 for (n = 0; n < index && to_take; ++n) {
2109 if (off[n].type != EF_BAD && off[n].troops > 0) {
2115 return CASUALTY_LUMP;
2119 return CASUALTY_LUMP - to_take;
2122 * Need to take some casualties from attacking units
2123 * Procedure: find the biggest unit remaining (in
2124 * terms of mil) and give it the casualties.
2128 for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
2129 llp = (struct ulist *)qp;
2131 if (llp->unit.land.lnd_item[I_MILIT] > biggest_mil) {
2132 biggest_mil = llp->unit.land.lnd_item[I_MILIT];
2136 if (biggest == NULL)
2137 return CASUALTY_LUMP - to_take;
2139 llp = (struct ulist *)biggest;
2140 cas = lnd_take_casualty(combat_mode, llp, to_take);
2141 return CASUALTY_LUMP - (to_take - cas);
2144 /* Send reacting defense units back to where they came from (at no mob cost) */
2147 send_reacting_units_home(struct emp_qelem *list)
2149 struct emp_qelem *qp, *next;
2153 for (qp = list->q_forw; qp != list; qp = next) {
2155 llp = (struct ulist *)qp;
2156 if ((llp->unit.land.lnd_x != llp->x) ||
2157 (llp->unit.land.lnd_y != llp->y)) {
2158 sprintf(buf, "returns to %s",
2159 xyas(llp->x, llp->y, llp->unit.land.lnd_own));
2160 llp->unit.land.lnd_x = llp->x;
2161 llp->unit.land.lnd_y = llp->y;
2162 lnd_delete(llp, buf);
2167 /* Check for 0 offense strength. This call will always preceed an abort */
2170 att_empty_attack(int combat_mode, int ototal, struct combat *def)
2173 if (def->own && player->cnum != def->own) {
2175 "%s (#%d) considered %sing you @%s\n",
2176 cname(player->cnum), player->cnum,
2177 att_mode[combat_mode], xyas(def->x, def->y, def->own));
2179 pr("No troops for %s...\n", att_mode[combat_mode]);
2186 * Take the defending sector or ship from the defender and give it to the
2191 take_def(int combat_mode, struct emp_qelem *list, struct combat *off,
2196 struct ulist *llp, *delete_me = 0;
2202 for (n = 0; n <= off->last && !occuppied; ++n) {
2203 if (off[n].type != EF_BAD &&
2204 off[n].troops > 0 &&
2205 (off[n].type != EF_SECTOR || off[n].mob)) {
2207 if (def->type == EF_LAND) {
2208 if (def->lnd_lcp->l_flags & L_SPY) {
2215 pr("1 mil from %s moves %s\n",
2216 prcom(0, off + n), prcom(2, def));
2221 pr("%s left unoccupied\n", prcom(0, def));
2224 "No enemy troops moved %s so you still own it!\n",
2225 pr_com(2, def, def->own));
2228 llp = (struct ulist *)list->q_forw;
2229 llp->unit.land.lnd_x = def->x;
2230 llp->unit.land.lnd_y = def->y;
2231 take_move_in_mob(combat_mode, llp, off, def);
2232 if (def->type == EF_SHIP) {
2233 llp->unit.land.lnd_ship = def->shp_uid;
2234 sprintf(buf, "boards %s", prcom(0, def));
2237 llp->unit.land.lnd_ship = -1;
2238 sprintf(buf, "moves in to occupy %s",
2239 xyas(def->x, def->y, player->cnum));
2240 lnd_delete(llp, buf);
2245 if (def->type == EF_SECTOR) {
2246 getsect(def->x, def->y, §);
2247 takeover(§, player->cnum);
2248 if (sect.sct_type == SCT_CAPIT || sect.sct_type == SCT_MOUNT)
2249 caploss(§, def->own,
2250 "* We have captured %s's capital, sir! *\n");
2252 } else if (def->type == EF_SHIP) {
2253 getship(def->shp_uid, &ship);
2254 takeover_ship(&ship, player->cnum);
2255 putship(ship.shp_uid, &ship);
2256 } else if (def->type == EF_LAND) {
2257 getland(def->lnd_uid, &land);
2258 takeover_land(&land, player->cnum);
2259 putland(land.lnd_uid, &land);
2262 lnd_delete(delete_me, buf);
2263 att_get_combat(def, 0);
2268 * Ask the attacker which mil & land units they'd like to move into the
2273 ask_move_in(struct combat *off, struct emp_qelem *olist,
2277 struct emp_qelem *qp, *next;
2281 char land_answer[256];
2284 for (n = 0; n <= off->last; ++n)
2285 if (off[n].type != EF_BAD && off[n].troops > 0)
2287 ask_move_in_off(&off[n], def);
2288 if (player->aborted)
2294 memset(land_answer, 0, sizeof(land_answer));
2295 for (qp = olist->q_forw; qp != olist; qp = next) {
2297 llp = (struct ulist *)qp;
2298 answerp = &land_answer[(int)llp->unit.land.lnd_army];
2299 if (player->aborted || att_get_combat(def, 0) < 0)
2301 if (*answerp == 'Y')
2303 if (*answerp != 'N') {
2304 if (!get_land(A_ATTACK, def, llp->unit.land.lnd_uid, llp, 0))
2306 sprintf(prompt, "Move in with %s (%c %d%%) [ynYNq?] ",
2307 prland(&llp->unit.land),
2308 llp->unit.land.lnd_army ? llp->unit.land.lnd_army : '~',
2309 llp->unit.land.lnd_effic);
2310 *answerp = att_prompt(prompt, llp->unit.land.lnd_army);
2311 if (player->aborted || att_get_combat(def, 0) < 0)
2313 if (!get_land(A_ATTACK, def, llp->unit.land.lnd_uid, llp, 0))
2316 if (*answerp == 'y' || *answerp == 'Y')
2318 sprintf(buf, "stays in %s",
2319 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
2321 lnd_delete(llp, buf);
2325 if (att_get_combat(def, 0) < 0) {
2326 for (qp = olist->q_forw; qp != olist; qp = next) {
2328 llp = (struct ulist *)qp;
2329 if (!get_land(A_ATTACK, def, llp->unit.land.lnd_uid, llp, 0))
2331 sprintf(buf, "stays in %s",
2332 xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
2334 lnd_delete(llp, buf);
2338 if (opt_INTERDICT_ATT)
2339 lnd_interdict(olist, def->x, def->y, player->cnum);
2340 move_in_land(A_ATTACK, off, olist, def);
2343 /* Move offensive land units to the conquered sector or ship */
2346 move_in_land(int combat_mode, struct combat *off, struct emp_qelem *olist,
2349 struct emp_qelem *qp, *next;
2355 for (qp = olist->q_forw; qp != olist; qp = next) {
2357 llp = (struct ulist *)qp;
2358 if (!get_land(combat_mode, def, llp->unit.land.lnd_uid, llp, 0))
2360 take_move_in_mob(combat_mode, llp, off, def);
2361 llp->unit.land.lnd_x = def->x;
2362 llp->unit.land.lnd_y = def->y;
2363 if (def->type == EF_SHIP)
2364 llp->unit.land.lnd_ship = def->shp_uid;
2366 llp->unit.land.lnd_ship = -1;
2370 if (def->type == EF_SECTOR) {
2371 if (opt_INTERDICT_ATT) {
2372 lnd_sweep(olist, 0, 0, def->own);
2373 lnd_check_mines(olist);
2375 sprintf(buf, "now occupies %s", prcom(0, def));
2377 sprintf(buf, "boards %s", prcom(0, def));
2381 for (qp = olist->q_forw; qp != olist; qp = next) {
2383 llp = (struct ulist *)qp;
2384 lnd_print(llp, buf);
2392 * Move assaulting, paradropping, or boarding mil & units into def
2393 * If the mil are coming from a ship, then pack a lunch.
2397 att_move_in_off(int combat_mode, struct combat *off,
2398 struct emp_qelem *olist, struct combat *def)
2405 move_in_land(combat_mode, off, olist, def);
2407 for (n = 0; n <= off->last; ++n) {
2408 if (off[n].type == EF_BAD || !off[n].troops)
2410 troops = off[n].troops;
2412 off[n].mil -= troops;
2414 put_combat(off + n);
2415 if (combat_mode == A_ASSAULT) {
2416 if (CANT_HAPPEN(off[n].type != EF_SHIP))
2418 getship(off[n].shp_uid, &ship);
2419 lunchbox += (int)((troops + 1) * ship.shp_item[I_FOOD]
2420 / (ship.shp_item[I_MILIT] + troops
2421 + ship.shp_item[I_CIVIL] + 0.5));
2423 ship.shp_item[I_FOOD] -= lunchbox;
2424 putship(ship.shp_uid, &ship);
2430 if (combat_mode == A_ASSAULT) {
2431 if (CANT_HAPPEN(def->type != EF_SECTOR))
2433 getsect(def->x, def->y, §);
2434 if (lunchbox > ITEM_MAX - sect.sct_item[I_FOOD])
2435 lunchbox = ITEM_MAX - sect.sct_item[I_FOOD];
2436 sect.sct_item[I_FOOD] += lunchbox;
2442 /* Ask how many mil to move in from each sector */
2445 ask_move_in_off(struct combat *off, struct combat *def)
2448 int num_mil, dam = 0, left;
2454 if (att_get_combat(off, 0) <= 0)
2456 if (att_get_combat(def, 0) < 0)
2458 if (off->own != player->cnum)
2460 d = att_mobcost(off->own, def, MOB_MOVE);
2461 if ((mob_support = MIN(off->troops, (int)(off->mob / d))) <= 0)
2463 sprintf(prompt, "How many mil to move in from %s (%d max)? ",
2464 xyas(off->x, off->y, player->cnum), mob_support);
2465 if (!(p = getstring(prompt, buf)) || !*p || (num_mil = atoi(p)) <= 0)
2467 /* Make sure we don't move in more than we can support mobility-wise */
2468 if (num_mil > mob_support)
2469 num_mil = mob_support;
2470 if (att_get_combat(off, 0) <= 0)
2472 if (att_get_combat(def, 0) < 0)
2474 if ((num_mil = MIN(off->troops, num_mil)) <= 0) {
2475 pr("No mil moved in from %s\n",
2476 xyas(off->x, off->y, player->cnum));
2479 mob_support = MAX(1, (int)(num_mil * d));
2480 off->mob -= MIN(off->mob, mob_support);
2481 off->mil -= num_mil;
2482 off->troops -= num_mil;
2485 weight = (double)num_mil * ichr[I_MILIT].i_lbs;
2486 if (opt_INTERDICT_ATT && chance(weight / 200.0)) {
2487 if (chance(weight / 100.0))
2489 ground_interdict(def->x, def->y, player->cnum, "military");
2490 dam += check_lmines(def->x, def->y, weight);
2494 left = commdamage(num_mil, dam, I_MILIT);
2495 if (left < num_mil) {
2497 pr("%d of the mil you were moving were destroyed!\nOnly %d mil made it to %s\n", num_mil - left, left, xyas(def->x, def->y, player->cnum));
2499 pr("All of the mil you were moving were destroyed!\n");
2502 /* maybe got nuked */
2503 if (att_get_combat(def, 0) < 0)
2511 /* Charge land units for moving into a sector or onto a ship */
2514 take_move_in_mob(int combat_mode, struct ulist *llp, struct combat *off,
2517 double mob = llp->unit.land.lnd_mobil;
2518 double gain = etu_per_update * land_mob_scale;
2519 double mobcost, moblim;
2521 switch (combat_mode) {
2523 mobcost = lnd_pathcost(&llp->unit.land,
2524 att_mobcost(off->own, def,
2525 lnd_mobtype(&llp->unit.land)));
2529 * Set mobcost to basic assault cost, moblim to maximum
2530 * mobility to keep when assaulting from non-landing ship
2532 if (((struct lchrstr *)llp->chrp)->l_flags & L_MARINE) {
2533 mobcost = gain / 2.0;
2539 if (!(off->shp_mcp->m_flags & M_LAND))
2540 /* Not a landing ship, ensure we go to or below moblim */
2541 mobcost = MAX(mobcost, mob - moblim);
2544 if (((struct lchrstr *)llp->chrp)->l_flags & L_MARINE)
2557 llp->unit.land.lnd_mobil = (signed char)mob;
2558 llp->unit.land.lnd_harden = 0;
2562 free_list(struct emp_qelem *list)
2564 struct emp_qelem *qp, *next;
2566 if (!list || QEMPTY(list))
2570 while (qp != list) {
2579 att_free_lists(struct emp_qelem *olist, struct emp_qelem *dlist)
2587 * sector_strength - Everyone starts at 1. You can get up to a max
2588 * of d_dstr, depending on how much you build up the
2589 * defenses of the sector.
2593 sector_strength(struct sctstr *sp)
2595 double def = SCT_DEFENSE(sp) / 100.0;
2596 double base = sp->sct_type == SCT_MOUNT ? 2.0 : 1.0;
2597 double d = base + (dchr[sp->sct_type].d_dstr - base) * def;
2599 if (d > dchr[sp->sct_type].d_dstr)
2600 d = dchr[sp->sct_type].d_dstr;