/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* shpsub.c: Ship subroutine stuff
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1996-2000
* Markus Armbruster, 2006-2010
*/
#include
#include
#include "damage.h"
#include "empobj.h"
#include "file.h"
#include "map.h"
#include "misc.h"
#include "mission.h"
#include "news.h"
#include "nsc.h"
#include "optlist.h"
#include "path.h"
#include "player.h"
#include "prototypes.h"
#include "queue.h"
#include "server.h"
#include "unit.h"
#include "xy.h"
static int shp_check_one_mines(struct ulist *);
static int shp_hit_mine(struct shpstr *);
static void shp_stays(natid, char *, struct ulist *);
void
shp_sel(struct nstr_item *ni, struct emp_qelem *list)
{
struct shpstr ship;
struct mchrstr *mcp;
struct ulist *mlp;
emp_initque(list);
while (nxtitem(ni, &ship)) {
/*
* It would be nice to let deities navigate foreign ships, but
* much of the code assumes that only the ship's owner can
* navigate it.
*/
if (!ship.shp_own || ship.shp_own != player->cnum)
continue;
mcp = &mchr[(int)ship.shp_type];
if (opt_MARKET) {
if (ontradingblock(EF_SHIP, &ship)) {
pr("ship #%d inelligible - it's for sale.\n",
ship.shp_uid);
continue;
}
}
ship.shp_mission = 0;
ship.shp_rflags = 0;
memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
putship(ship.shp_uid, &ship);
mlp = malloc(sizeof(struct ulist));
mlp->chrp = (struct empobj_chr *)mcp;
mlp->unit.ship = ship;
mlp->mobil = ship.shp_mobil;
emp_insque(&mlp->queue, list);
}
}
/* This function assumes that the list was created by shp_sel */
void
shp_nav(struct emp_qelem *list, double *minmobp, double *maxmobp,
int *togetherp, natid actor)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *mlp;
struct shpstr *sp;
struct sctstr sect;
coord allx;
coord ally;
int first = 1;
*minmobp = 9876.0;
*maxmobp = -9876.0;
*togetherp = 1;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
sp = &mlp->unit.ship;
getship(sp->shp_uid, sp);
if (sp->shp_own != actor) {
mpr(actor, "%s was sunk at %s\n",
prship(sp), xyas(sp->shp_x, sp->shp_y, actor));
emp_remque((struct emp_qelem *)mlp);
free(mlp);
continue;
}
if (opt_SAIL) {
if (*sp->shp_path && !update_running) {
shp_stays(actor, "has a sail path", mlp);
mpr(actor, "Use `sail <#> -' to reset\n");
continue;
}
}
/* check crew - uws don't count */
if (sp->shp_item[I_MILIT] == 0 && sp->shp_item[I_CIVIL] == 0) {
shp_stays(actor, "is crewless", mlp);
continue;
}
if (!getsect(sp->shp_x, sp->shp_y, §)) {
shp_stays(actor, "was sucked into the sky by a strange looking spaceship", mlp); /* heh -KHS */
continue;
}
switch (shp_check_nav(§, sp)) {
case CN_CONSTRUCTION:
shp_stays(actor, "is caught in a construction zone", mlp);
continue;
case CN_LANDLOCKED:
shp_stays(actor, "is landlocked", mlp);
continue;
case CN_NAVIGABLE:
break;
case CN_ERROR:
default:
shp_stays(actor, "was just swallowed by a big green worm", mlp);
continue;
}
if (first) {
allx = sp->shp_x;
ally = sp->shp_y;
first = 0;
}
if (sp->shp_x != allx || sp->shp_y != ally)
*togetherp = 0;
if (sp->shp_mobil + 1 < (int)mlp->mobil) {
mlp->mobil = sp->shp_mobil;
}
if (mlp->mobil < *minmobp)
*minmobp = mlp->mobil;
if (mlp->mobil > *maxmobp)
*maxmobp = mlp->mobil;
}
}
int
shp_sweep(struct emp_qelem *ship_list, int verbose, int takemob, natid actor)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *mlp;
struct sctstr sect;
int mines, m, max, shells;
int changed = 0;
int stopping = 0;
for (qp = ship_list->q_back; qp != ship_list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
if (!(((struct mchrstr *)mlp->chrp)->m_flags & M_SWEEP)) {
if (verbose)
mpr(actor, "%s doesn't have minesweeping capability!\n",
prship(&mlp->unit.ship));
continue;
}
if (takemob && mlp->mobil <= 0.0) {
if (verbose)
mpr(actor, "%s is out of mobility!\n",
prship(&mlp->unit.ship));
continue;
}
getsect(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, §);
if (sect.sct_type != SCT_WATER) {
if (verbose)
mpr(actor, "%s is not at sea. No mines there!\n",
prship(&mlp->unit.ship));
continue;
}
if (takemob) {
mlp->mobil -= shp_mobcost(&mlp->unit.ship);
mlp->unit.ship.shp_mobil = (int)mlp->mobil;
}
putship(mlp->unit.ship.shp_uid, &mlp->unit.ship);
if (!(mines = sect.sct_mines))
continue;
max = ((struct mchrstr *)mlp->chrp)->m_item[I_SHELL];
shells = mlp->unit.ship.shp_item[I_SHELL];
for (m = 0; mines > 0 && m < 5; m++) {
if (chance(0.66)) {
mpr(actor, "Sweep...\n");
mines--;
shells = MIN(max, shells + 1);
changed |= map_set(actor, sect.sct_x, sect.sct_y, 'X', 0);
}
}
sect.sct_mines = mines;
mlp->unit.ship.shp_item[I_SHELL] = shells;
putship(mlp->unit.ship.shp_uid, &mlp->unit.ship);
putsect(§);
if (shp_check_one_mines(mlp)) {
stopping = 1;
emp_remque(qp);
free(qp);
}
}
if (changed)
writemap(actor);
return stopping;
}
static int
shp_check_one_mines(struct ulist *mlp)
{
struct sctstr sect;
int actor;
getsect(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, §);
if (sect.sct_type != SCT_WATER)
return 0;
if (!sect.sct_mines)
return 0;
if (chance(DMINE_HITCHANCE(sect.sct_mines))) {
actor = mlp->unit.ship.shp_own;
shp_hit_mine(&mlp->unit.ship);
sect.sct_mines--;
if (map_set(actor, sect.sct_x, sect.sct_y, 'X', 0))
writemap(actor);
putsect(§);
putship(mlp->unit.ship.shp_uid, &mlp->unit.ship);
if (!mlp->unit.ship.shp_own)
return 1;
}
return 0;
}
static int
shp_check_mines(struct emp_qelem *ship_list)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *mlp;
int stopping = 0;
for (qp = ship_list->q_back; qp != ship_list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
if (shp_check_one_mines(mlp)) {
stopping = 1;
emp_remque(qp);
free(qp);
}
}
return stopping;
}
static void
shp_stays(natid actor, char *str, struct ulist *mlp)
{
mpr(actor, "%s %s & stays in %s\n",
prship(&mlp->unit.ship), str,
xyas(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, actor));
mlp->unit.ship.shp_mobil = (int)mlp->mobil;
putship(mlp->unit.ship.shp_uid, &mlp->unit.ship);
emp_remque((struct emp_qelem *)mlp);
free(mlp);
}
int
shp_check_nav(struct sctstr *sect, struct shpstr *shp)
{
switch (dchr[sect->sct_type].d_nav) {
case NAVOK:
break;
case NAV_CANAL:
if (mchr[(int)shp->shp_type].m_flags & M_CANAL) {
if (sect->sct_effic < 2)
return CN_CONSTRUCTION;
} else
return CN_LANDLOCKED;
break;
case NAV_02:
if (sect->sct_effic < 2)
return CN_CONSTRUCTION;
break;
case NAV_60:
if (sect->sct_effic < 60)
return CN_CONSTRUCTION;
break;
default:
return CN_LANDLOCKED;
}
return CN_NAVIGABLE;
}
int
sect_has_dock(struct sctstr *sect)
{
switch (dchr[sect->sct_type].d_nav) {
case NAV_02:
case NAV_CANAL:
return 1;
default:
return 0;
}
}
static int
shp_count(struct emp_qelem *list, int wantflags, int nowantflags,
int x, int y)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *mlp;
int count = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
if (mlp->unit.ship.shp_x != x || mlp->unit.ship.shp_y != y)
continue;
if (wantflags &&
(((struct mchrstr *)mlp->chrp)->m_flags & wantflags) != wantflags)
continue;
if (nowantflags &&
((struct mchrstr *)mlp->chrp)->m_flags & nowantflags)
continue;
++count;
}
return count;
}
static void
shp_damage_one(struct ulist *mlp, int dam)
{
/* ship might have changed (launched interceptors, missile defense) */
getship(mlp->unit.ship.shp_uid, &mlp->unit.ship);
shipdamage(&mlp->unit.ship, dam);
putship(mlp->unit.ship.shp_uid, &mlp->unit.ship);
if (!mlp->unit.ship.shp_own) {
emp_remque((struct emp_qelem *)mlp);
free(mlp);
}
}
static int
shp_damage(struct emp_qelem *list, int totdam, int wantflags,
int nowantflags, int x, int y)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *mlp;
int dam;
int count;
if (!totdam
|| !(count = shp_count(list, wantflags, nowantflags, x, y)))
return 0;
dam = ldround((double)totdam / count, 1);
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
if (mlp->unit.ship.shp_x != x || mlp->unit.ship.shp_y != y)
continue;
if (wantflags &&
(((struct mchrstr *)mlp->chrp)->m_flags & wantflags) != wantflags)
continue;
if (nowantflags &&
((struct mchrstr *)mlp->chrp)->m_flags & nowantflags)
continue;
shp_damage_one(mlp, dam);
}
return dam;
}
static int
shp_contains(struct emp_qelem *list, int newx, int newy, int wantflags,
int nowantflags)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *mlp;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
/* If the ship isn't in the requested sector, then continue */
if (newx != mlp->unit.ship.shp_x || newy != mlp->unit.ship.shp_y)
continue;
if (wantflags &&
(((struct mchrstr *)mlp->chrp)->m_flags & wantflags) != wantflags)
continue;
if (nowantflags &&
((struct mchrstr *)mlp->chrp)->m_flags & nowantflags)
continue;
return 1;
}
return 0;
}
static struct ulist *
most_valuable_ship(struct emp_qelem *list, coord x, coord y)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *mlp;
struct ulist *mvs = NULL;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
if (mlp->unit.ship.shp_x != x || mlp->unit.ship.shp_y != y)
continue;
if (((struct mchrstr *)mlp->chrp)->m_flags & M_SUB)
continue;
if (!((struct mchrstr *)mlp->chrp)->m_nxlight &&
!((struct mchrstr *)mlp->chrp)->m_nchoppers &&
((struct mchrstr *)mlp->chrp)->m_cost < 1000 &&
!((struct mchrstr *)mlp->chrp)->m_nplanes &&
!((struct mchrstr *)mlp->chrp)->m_nland)
continue;
if (!mvs) {
mvs = mlp;
continue;
}
if (((struct mchrstr *)mlp->chrp)->m_cost * mlp->unit.ship.shp_effic >
((struct mchrstr *)mlp->chrp)->m_cost * mvs->unit.ship.shp_effic)
mvs = mlp;
}
return mvs;
}
static int
shp_easiest_target(struct emp_qelem *list, int wantflags, int nowantflags)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *mlp;
int hard;
int easiest = 9876; /* things start great for victim */
int count = 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
if (wantflags &&
(((struct mchrstr *)mlp->chrp)->m_flags & wantflags) != wantflags)
continue;
if (nowantflags &&
((struct mchrstr *)mlp->chrp)->m_flags & nowantflags)
continue;
hard = shp_hardtarget(&mlp->unit.ship);
if (hard < easiest)
easiest = hard; /* things get worse for victim */
++count;
}
return easiest - count;
}
static int
shp_missile_interdiction(struct emp_qelem *list, coord newx, coord newy,
natid victim)
{
int dam, sublaunch;
int stopping = 0;
struct emp_qelem msl_list, *qp, *newqp;
struct plist *plp;
struct ulist *mvs;
mvs = most_valuable_ship(list, newx, newy);
if (!mvs)
return 0;
msl_sel(&msl_list, newx, newy, victim, P_T | P_MAR, 0, MI_INTERDICT);
for (qp = msl_list.q_back; qp != &msl_list; qp = newqp) {
newqp = qp->q_back;
plp = (struct plist *)qp;
if (mvs && mission_pln_equip(plp, NULL, 'p') >= 0) {
if (msl_launch(&plp->plane, EF_SHIP, prship(&mvs->unit.ship),
newx, newy, victim, &sublaunch) < 0)
goto use_up_msl;
stopping = 1;
if (msl_hit(&plp->plane,
shp_hardtarget(&mvs->unit.ship), EF_SHIP,
N_SHP_MISS, N_SHP_SMISS, sublaunch, victim)) {
dam = pln_damage(&plp->plane, 'p', 1);
mpr(victim,
"missile interdiction mission does %d damage to %s!\n",
dam, prship(&mvs->unit.ship));
shp_damage_one(mvs, dam);
} else {
dam = pln_damage(&plp->plane, 'p', 0);
collateral_damage(newx, newy, dam);
}
mvs = most_valuable_ship(list, newx, newy);
use_up_msl:
plp->plane.pln_effic = 0;
putplane(plp->plane.pln_uid, &plp->plane);
}
emp_remque(qp);
free(qp);
}
return stopping;
}
/* Note that this function has a side effect - it uses coastwatch
* ranges to see if it should fire upon a ship. So, this function
* is expected to return positive if a ship is in range, and 0 if a
* ship is not in range. */
static int
notify_coastguard(struct emp_qelem *list, int trange, struct sctstr *sectp)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *mlp;
struct natstr *natp;
int vrange;
natp = getnatp(sectp->sct_own);
vrange = sectp->sct_type == SCT_RADAR ? 14 : 4;
vrange *= tfact(sectp->sct_own, 1.0) * sectp->sct_effic / 100.0;
if (vrange < 1)
vrange = 1;
if (vrange < trange)
return 0;
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
if (((struct mchrstr *)mlp->chrp)->m_flags & M_SUB)
continue;
if (natp->nat_flags & NF_COASTWATCH)
wu(0, sectp->sct_own,
"%s %s sighted at %s\n",
cname(mlp->unit.ship.shp_own),
prship(&mlp->unit.ship),
xyas(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y,
sectp->sct_own));
if (opt_HIDDEN)
setcont(sectp->sct_own, mlp->unit.ship.shp_own, FOUND_COAST);
}
return 1;
}
static int
shp_fort_interdiction(struct emp_qelem *list, coord newx, coord newy,
natid victim)
{
struct nstr_sect ns;
struct sctstr fsect;
int trange, range;
int dam;
int stopping = 0;
int totdam = 0;
signed char notified[MAXNOC];
int i;
/* Inform neutral and worse */
for (i = 0; i < MAXNOC; ++i) {
if (relations_with(i, victim) <= NEUTRAL)
notified[i] = 0;
else
notified[i] = 1;
}
snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
while (nxtsct(&ns, &fsect)) {
if (!fsect.sct_own)
continue;
if (fsect.sct_own == victim)
continue;
if (notified[fsect.sct_own])
continue;
trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
if (notify_coastguard(list, trange, &fsect))
notified[fsect.sct_own] = 1;
}
if (opt_NO_FORT_FIRE)
return 0; /* Only coastwatch notify in nofortfire */
/* Only fire at Hostile ships */
for (i = 0; i < MAXNOC; ++i) {
if (relations_with(i, victim) >= NEUTRAL)
notified[i] = 0;
}
snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range);
while (nxtsct(&ns, &fsect)) {
if (!notified[fsect.sct_own])
continue;
range = roundrange(fortrange(&fsect));
trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y);
if (trange > range)
continue;
dam = fort_fire(&fsect);
putsect(&fsect);
if (dam < 0)
continue;
stopping = 1;
totdam += dam;
mpr(victim, "Incoming fire does %d damage!\n", dam);
#if 0
mpr(victim, "%s fires at you for %d!\n",
xyas(fsect.sct_x, fsect.sct_y, victim), dam);
#endif
wu(0, fsect.sct_own,
"%s fires at %s ships in %s for %d!\n",
xyas(fsect.sct_x, fsect.sct_y,
fsect.sct_own),
cname(victim), xyas(newx, newy, fsect.sct_own), dam);
nreport(fsect.sct_own, N_SHP_SHELL, victim, 1);
}
if (totdam > 0)
shp_damage(list, totdam, 0, M_SUB, newx, newy);
return stopping;
}
static int
shp_mission_interdiction(struct emp_qelem *list, coord x, coord y,
natid victim, int subs)
{
char *what = subs ? "subs" : "ships";
int wantflags = subs ? M_SUB : 0;
int nowantflags = subs ? 0 : M_SUB;
int mission = subs ? MI_SINTERDICT : MI_INTERDICT;
int dam;
dam = unit_interdict(x, y, victim, what,
shp_easiest_target(list, wantflags, nowantflags),
mission);
if (dam >= 0)
shp_damage(list, dam, wantflags, nowantflags, x, y);
return dam >= 0;
}
static int
shp_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim)
{
int stopping = 0;
if (shp_contains(list, newx, newy, 0, M_SUB)) {
stopping |= shp_fort_interdiction(list, newx, newy, victim);
if (shp_contains(list, newx, newy, 0, M_SUB)) {
stopping |= shp_mission_interdiction(list, newx, newy, victim, 0);
stopping |= shp_missile_interdiction(list, newx, newy, victim);
}
}
if (shp_contains(list, newx, newy, M_SUB, 0))
stopping |= shp_mission_interdiction(list, newx, newy, victim, 1);
return stopping;
}
/* high value of hardtarget is harder to hit */
int
shp_hardtarget(struct shpstr *sp)
{
struct sctstr sect;
int vis, onsea;
struct mchrstr *mcp = mchr + sp->shp_type;
vis = shp_visib(sp);
getsect(sp->shp_x, sp->shp_y, §);
onsea = sect.sct_type == SCT_WATER;
if (mcp->m_flags & M_SUB)
vis *= 4;
return (int)((sp->shp_effic / 100.0) *
(20 + shp_speed(sp) * onsea / 2.0 - vis));
}
static int
shp_hit_mine(struct shpstr *sp)
{
double m;
mpr(sp->shp_own, "Kawhomp! Mine detected in %s!\n",
xyas(sp->shp_x, sp->shp_y, sp->shp_own));
nreport(sp->shp_own, N_HIT_MINE, 0, 1);
m = MINE_DAMAGE();
if (mchr[sp->shp_type].m_flags & M_SWEEP)
m /= 2.0;
shipdamage(sp, ldround(m, 1));
return (int)m;
}
int
shp_nav_one_sector(struct emp_qelem *list, int dir, natid actor,
int together)
{
struct sctstr sect;
struct emp_qelem *qp;
struct emp_qelem *next;
struct ulist *mlp;
struct emp_qelem done;
coord dx;
coord dy;
coord newx;
coord newy;
int stopping = 0;
double mobcost;
char dp[80];
int navigate;
if (dir <= DIR_STOP || dir >= DIR_VIEW) {
unit_put(list, actor);
return 1;
}
dx = diroff[dir][0];
dy = diroff[dir][1];
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
newx = xnorm(mlp->unit.ship.shp_x + dx);
newy = ynorm(mlp->unit.ship.shp_y + dy);
getsect(newx, newy, §);
navigate = shp_check_nav(§, &mlp->unit.ship);
if (navigate != CN_NAVIGABLE ||
(sect.sct_own
&& relations_with(sect.sct_own, actor) < FRIENDLY)) {
if (dchr[sect.sct_type].d_nav == NAV_CANAL &&
!(((struct mchrstr *)mlp->chrp)->m_flags & M_CANAL) &&
navigate == CN_LANDLOCKED)
sprintf(dp,
"is too large to fit into the canal system at %s",
xyas(newx, newy, actor));
else
sprintf(dp, "can't go to %s", xyas(newx, newy, actor));
if (together) {
mpr(actor, "%s\n", dp);
return 2;
} else {
shp_stays(actor, dp, mlp);
continue;
}
}
if (mlp->mobil <= 0.0) {
shp_stays(actor, "is out of mobility", mlp);
continue;
}
mobcost = shp_mobcost(&mlp->unit.ship);
mlp->unit.ship.shp_x = newx;
mlp->unit.ship.shp_y = newy;
if (mlp->mobil - mobcost < -127) {
mlp->mobil = -127;
} else {
mlp->mobil -= mobcost;
}
mlp->unit.ship.shp_mobil = (int)mlp->mobil;
putship(mlp->unit.ship.shp_uid, &mlp->unit.ship);
/* Now update the map for this ship */
rad_map_set(mlp->unit.ship.shp_own,
mlp->unit.ship.shp_x, mlp->unit.ship.shp_y,
mlp->unit.ship.shp_effic, mlp->unit.ship.shp_tech,
((struct mchrstr *)mlp->chrp)->m_vrnge);
}
if (QEMPTY(list))
return stopping;
stopping |= shp_sweep(list, 0, 0, actor);
if (QEMPTY(list))
return stopping;
stopping |= shp_check_mines(list);
if (QEMPTY(list))
return stopping;
/* interdict ships sector by sector */
emp_initque(&done);
while (!QEMPTY(list)) {
mlp = (struct ulist *)list->q_back;
newx = mlp->unit.ship.shp_x;
newy = mlp->unit.ship.shp_y;
stopping |= shp_interdict(list, newx, newy, actor);
/* move survivors in this sector to done */
for (qp = list->q_back; qp != list; qp = next) {
next = qp->q_back;
mlp = (struct ulist *)qp;
if (mlp->unit.ship.shp_x == newx &&
mlp->unit.ship.shp_y == newy) {
emp_remque(qp);
emp_insque(qp, &done);
}
}
}
/* assign surviving ships back to list */
emp_insque(list, &done);
emp_remque(&done);
return stopping;
}
/*
* shp_miss_defence
* Check for incoming missiles with a P_MAR flag.
* Return True=1 if the missile was shotdown.
* Or False=0
*
* Chad Zabel, July 95
*/
int
shp_missile_defense(coord dx, coord dy, natid bombown, int hardtarget)
{
struct nstr_item ni;
struct shpstr ship;
int hitchance, hit;
double gun, eff, teff;
snxtitem_dist(&ni, EF_SHIP, dx, dy, 1);
while (nxtitem(&ni, &ship)) {
if (!ship.shp_own)
continue;
if (!(mchr[(int)ship.shp_type].m_flags & M_ANTIMISSILE))
continue;
if (relations_with(ship.shp_own, bombown) >= NEUTRAL)
continue;
if (ship.shp_effic < 60)
continue;
if (ship.shp_item[I_MILIT] < 1) /* do we have mil? */
continue;
if (ship.shp_item[I_GUN] < 1) /* we need at least 1 gun */
continue;
if (!shp_supply(&ship, I_SHELL, 2))
continue;
ship.shp_item[I_SHELL] -= 2;
putship(ship.shp_uid, &ship);
/* now calculate the odds */
gun = shp_usable_guns(&ship);
eff = ship.shp_effic / 100.0;
teff = ship.shp_tech / (ship.shp_tech + 200.0);
/* raise 4.5 for better interception -KHS */
hitchance = (int)(gun * eff * teff * 4.5) - hardtarget;
if (hitchance < 0)
hitchance = 0;
if (hitchance > 100)
hitchance = 100;
hit = roll(100) <= hitchance;
mpr(bombown, "%s anti-missile system activated...%s\n",
cname(ship.shp_own),
hit ? "KABOOOM!! Missile destroyed\n"
: "SWOOSH!! anti-missile system failed!!");
mpr(ship.shp_own, "Ship #%i anti-missile system activated!\n",
ship.shp_uid);
mpr(ship.shp_own, "%d%% hitchance...%s\n", hitchance,
hit ? "KABOOOM!! Incoming missile destroyed!\n"
: "SWOOSH!! Missile evades anti-missile systems\n");
if (hit)
return 1;
}
return 0; /* all attempts failed */
}
/* Fire missiles at a ship which has fired shells */
void
shp_missdef(struct shpstr *sp, natid victim)
{
struct emp_qelem list;
struct ulist *mlp;
int eff;
char buf[512];
emp_initque(&list);
mlp = malloc(sizeof(struct ulist));
mlp->chrp = (struct empobj_chr *)&mchr[(int)sp->shp_type];
mlp->unit.ship = *sp;
mlp->mobil = sp->shp_mobil;
emp_insque(&mlp->queue, &list);
sprintf(buf, "%s", prship(&mlp->unit.ship));
eff = sp->shp_effic;
shp_missile_interdiction(&list, sp->shp_x, sp->shp_y, sp->shp_own);
getship(sp->shp_uid, sp);
if (!sp->shp_own) {
wu(0, victim,
"missiles launched in defense did 100%% damage to %s\n",
buf);
wu(0, victim, "%s sunk!\n", buf);
} else if (eff > 0 && sp->shp_effic < eff) {
wu(0, victim,
"missiles launched in defense did %d%% damage to %s\n",
100 * (eff - sp->shp_effic) / eff, buf);
}
if (!QEMPTY(&list))
free(mlp);
}
double
shp_mobcost(struct shpstr *sp)
{
return speed_factor(sp->shp_effic * 0.01 * shp_speed(sp),
sp->shp_tech);
}
/*
* Set SP's tech to TLEV along with everything else that depends on it.
*/
void
shp_set_tech(struct shpstr *sp, int tlev)
{
struct mchrstr *mcp = mchr + sp->shp_type;
if (CANT_HAPPEN(tlev < mcp->m_tech))
tlev = mcp->m_tech;
sp->shp_tech = tlev;
}