/*
* 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) 1986-2016, 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
*/
-#include <math.h>
-#include "misc.h"
-#include "player.h"
-#include "file.h"
-#include "sect.h"
-#include "path.h"
-#include "news.h"
-#include "treaty.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"
int
assa(void)
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];
+ char *p;
+ char buf[1024];
int n;
int ourtotal;
struct emp_qelem *qp, *next;
- struct llist *llp;
+ struct ulist *llp;
int rel;
att_combat_init(off, EF_SHIP);
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
- */
-
- 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);
}
/*
}
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)
+ llp = (struct ulist *)qp;
+ if (lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY)
continue;
ourtotal++;
}
for (qp = olist.q_forw; qp != &olist; qp = next) {
next = qp->q_forw;
- llp = (struct llist *)qp;
- rel = getrel(getnatp(def->own), player->cnum);
+ llp = (struct ulist *)qp;
+ rel = relations_with(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);
+ pr("%s made it on shore safely.\n", prland(&llp->unit.land));
+ llp->unit.land.lnd_x = def->x;
+ llp->unit.land.lnd_y = def->y;
+ llp->unit.land.lnd_ship = -1;
+ putland(llp->unit.land.lnd_uid, &llp->unit.land);
} else {
- pr("%s was spotted", prland(&llp->land));
- if (rel == HOSTILE || rel == AT_WAR || rel == SITZKRIEG ||
- rel == MOBILIZATION) {
+ pr("%s was spotted", prland(&llp->unit.land));
+ 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");
- llp->land.lnd_effic = 0;
- putland(llp->land.lnd_uid, &llp->land);
- lnd_delete(llp, "");
+ llp->unit.land.lnd_effic = 0;
+ putland(llp->unit.land.lnd_uid, &llp->unit.land);
+ lnd_put_one(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);
+ llp->unit.land.lnd_x = def->x;
+ llp->unit.land.lnd_y = def->y;
+ llp->unit.land.lnd_ship = -1;
+ putland(llp->unit.land.lnd_uid, &llp->unit.land);
}
}
}