/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * 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 2 of the License, or
+ * 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,
* 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, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * 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.
*
* ---
*
* assa.c: Hit the beaches!
- *
+ *
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1997
+ * Markus Armbruster, 2009-2016
*/
-#include "misc.h"
-#include "player.h"
-#include "file.h"
-#include "path.h"
-#include "nat.h"
-#include "xy.h"
-#include "land.h"
-#include "nsc.h"
-#include "mission.h"
-#include "ship.h"
+#include <config.h>
+
+#include "chance.h"
#include "combat.h"
#include "commands.h"
+#include "empobj.h"
+#include "unit.h"
+
+static int only_spies(struct combat[], struct emp_qelem *);
+static void sneak_ashore(struct combat[], struct emp_qelem *,
+ struct combat *);
int
-assa(void)
+c_assault(void)
{
struct combat off[1]; /* assaulting ship */
struct combat def[1]; /* defending sector */
int a_spy = 0; /* the best assaulter scout */
double osupport = 1.0; /* assault support */
double dsupport = 1.0; /* defense support */
- s_char *p;
- s_char buf[1024];
- int n;
- int ourtotal;
- struct emp_qelem *qp, *next;
- struct llist *llp;
- int rel;
+ char *p;
+ char buf[1024];
att_combat_init(off, EF_SHIP);
att_combat_init(def, EF_SECTOR);
return RET_SYN;
if (!sarg_xy(p, &def->x, &def->y))
return RET_SYN;
- if (att_abort(A_ASSAULT, 0, def))
+ if (att_abort(A_ASSAULT, NULL, def))
return RET_FAIL;
/*
*/
if ((off->shp_uid =
- onearg(player->argp[2], "Assault from ship #")) < 0) {
+ onearg(player->argp[2], "Assault from ship # ")) < 0) {
pr("You may only assault from one ship!\n");
return RET_FAIL;
}
return RET_OK;
}
- /* Show what we're assaulting, and check treaties */
-
- if (att_show(def))
- return RET_FAIL;
+ /* Show what we're assaulting */
+ att_show(def);
/* Ask about offensive support */
if (att_abort(A_ASSAULT, off, def)) {
pr("Assault aborted\n");
att_empty_attack(A_ASSAULT, 0, def);
- return att_free_lists(&olist, 0);
+ return att_free_lists(&olist, NULL);
}
/* If we're assaulting our own sector, end here */
return RET_OK;
}
- /*
- * Estimate the defense strength and give the player a chance to abort
- */
+ /* If only spies assault, try to sneak them ashore */
+ if (only_spies(off, &olist)) {
+ sneak_ashore(off, &olist, def);
+ return RET_OK;
+ }
- ototal = att_estimate_defense(A_ASSAULT, off, &olist, def, a_spy);
+ ototal = att_get_offense(A_ASSAULT, off, &olist, def);
if (att_abort(A_ASSAULT, off, def)) {
pr("Assault aborted\n");
att_empty_attack(A_ASSAULT, 0, def);
- return att_free_lists(&olist, 0);
+ return att_free_lists(&olist, NULL);
}
/*
* happening in the game.
*/
- /* First, we check to see if the only thing we have are spies
- * assaulting. If so, we try to sneak them on land. If they
- * make it, the defenders don't see a thing. If they fail, well,
- * the spies die, and the defenders see them. */
-
- ourtotal = 0;
- for (n = 0; n <= off->last; n++) {
- if (off[n].type == EF_BAD)
- continue;
- ourtotal += off[n].troops * att_combat_eff(off + n);
- }
- for (qp = olist.q_forw; qp != &olist; qp = next) {
- next = qp->q_forw;
- llp = (struct llist *)qp;
- if (lchr[(int)llp->land.lnd_type].l_flags & L_SPY)
- continue;
- ourtotal++;
- }
-
- /* If no attacking forces (i.e. we got here with only spies)
- * then try to sneak on-land. */
-
- if (!ourtotal) {
- pr("Trying to sneak on shore...\n");
-
- for (qp = olist.q_forw; qp != &olist; qp = next) {
- next = qp->q_forw;
- llp = (struct llist *)qp;
- rel = getrel(getnatp(def->own), player->cnum);
- if (chance(0.10) || rel == ALLIED || !def->own) {
- pr("%s made it on shore safely.\n", prland(&llp->land));
- llp->land.lnd_x = def->x;
- llp->land.lnd_y = def->y;
- llp->land.lnd_ship = -1;
- putland(llp->land.lnd_uid, &llp->land);
- } else {
- pr("%s was spotted", prland(&llp->land));
- if (rel == HOSTILE || rel == AT_WAR || rel == SITZKRIEG ||
- rel == MOBILIZATION) {
- wu(0, def->own, "%s spy shot and killed in %s.\n",
- cname(player->cnum), xyas(def->x, def->y,
- def->own));
- pr(" and was killed in the attempt.\n");
- llp->land.lnd_effic = 0;
- putland(llp->land.lnd_uid, &llp->land);
- lnd_delete(llp, "");
- } else {
- wu(0, def->own, "%s spy spotted in %s.\n",
- cname(player->cnum), xyas(def->x, def->y,
- def->own));
- pr(" but made it ok.\n");
- llp->land.lnd_x = def->x;
- llp->land.lnd_y = def->y;
- llp->land.lnd_ship = -1;
- putland(llp->land.lnd_uid, &llp->land);
- }
- }
- }
- return RET_OK;
- }
-
/* Get the real defense */
att_get_defense(&olist, def, &dlist, a_spy, ototal);
return RET_OK;
}
+
+static int
+only_spies(struct combat off[], struct emp_qelem *olist)
+{
+ int n;
+ struct emp_qelem *qp;
+ struct ulist *llp;
+
+ for (n = 0; n <= off->last; n++) {
+ if (off[n].type == EF_BAD)
+ continue;
+ if (off[n].troops)
+ return 0;
+ }
+
+ for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
+ llp = (struct ulist *)qp;
+ if (!(lchr[llp->unit.land.lnd_type].l_flags & L_SPY))
+ return 0;
+ }
+
+ return 1;
+}
+
+static void
+sneak_ashore(struct combat off[], struct emp_qelem *olist,
+ struct combat *def)
+{
+ struct emp_qelem *qp;
+ struct ulist *llp;
+ struct lndstr *lp;
+ enum relations rel;
+
+ pr("Trying to sneak on shore...\n");
+
+ att_move_land(A_ASSAULT, off, olist, def);
+
+ for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
+ llp = (struct ulist *)qp;
+ lp = &llp->unit.land;
+ rel = relations_with(def->own, player->cnum);
+ if (rel == ALLIED || !def->own
+ || !chance(LND_SPY_DETECT_CHANCE(lp->lnd_effic / 2))) {
+ /* eff/2 because this is hard */
+ pr("%s made it on shore safely.\n", prland(lp));
+ } else {
+ pr("%s was spotted", prland(lp));
+ if (rel <= HOSTILE) {
+ wu(0, def->own, "%s spy shot and killed in %s.\n",
+ cname(player->cnum), xyas(def->x, def->y,
+ def->own));
+ pr(" and was killed in the attempt.\n");
+ lp->lnd_effic = 0;
+ } else {
+ wu(0, def->own, "%s spy spotted in %s.\n",
+ cname(player->cnum), xyas(def->x, def->y,
+ def->own));
+ pr(" but made it OK.\n");
+ }
+ }
+ }
+
+ lnd_put(olist);
+}