/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
*
* ---
*
- * 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.
*
* ---
*
* Steve McClure, 1998-2000
*/
+#include <config.h>
+
#include <ctype.h>
#include <string.h>
#include "misc.h"
#include "player.h"
-#include "var.h"
#include "sect.h"
#include "ship.h"
#include "land.h"
#include "item.h"
#include "plane.h"
-#include "nuke.h"
#include "retreat.h"
#include "xy.h"
#include "nsc.h"
static void land_bomb(struct emp_qelem *list, struct sctstr *target);
static void ship_bomb(struct emp_qelem *list, struct sctstr *target);
-static int bombcomm[] = {
+static i_type bombcomm[] = {
I_CIVIL,
I_MILIT,
I_SHELL,
I_UW,
I_RAD
};
-static int nbomb = sizeof(bombcomm) / sizeof(int);
+static int nbomb = sizeof(bombcomm) / sizeof(*bombcomm);
int
bomb(void)
{
s_char *p;
int mission_flags;
- int tech;
coord tx, ty;
coord ax, ay;
int ap_to_target;
s_char flightpath[MAX_PATH_LEN];
struct nstr_item ni_bomb;
struct nstr_item ni_esc;
- coord x, y;
struct sctstr target;
struct emp_qelem bomb_list;
struct emp_qelem esc_list;
wantflags = 0;
if (!snxtitem(&ni_bomb, EF_PLANE, player->argp[1]))
return RET_SYN;
- if (!snxtitem
- (&ni_esc, EF_PLANE, getstarg(player->argp[2], "escort(s)? ", buf)))
+ if (!snxtitem(&ni_esc, EF_PLANE,
+ getstarg(player->argp[2], "escort(s)? ", buf)))
pr("No escorts...\n");
- if ((p =
- getstarg(player->argp[3], "pinpoint, or strategic? ", buf)) == 0)
+ p = getstarg(player->argp[3], "pinpoint, or strategic? ", buf);
+ if (!p)
return RET_SYN;
mission = *p;
if (strchr("ps", mission) == 0)
return RET_SYN;
- if ((p = getstarg(player->argp[4], "assembly point? ", buf)) == 0
- || *p == 0)
- return RET_SYN;
- if (!sarg_xy(p, &x, &y) || !getsect(x, y, &ap_sect))
- return RET_SYN;
- if (ap_sect.sct_own && ap_sect.sct_own != player->cnum &&
- getrel(getnatp(ap_sect.sct_own), player->cnum) != ALLIED) {
- pr("Assembly point not owned by you or an ally!\n");
+ if (!get_assembly_point(player->argp[4], &ap_sect, buf))
return RET_SYN;
- }
- ax = x;
- ay = y;
- if (getpath(flightpath, player->argp[5], ax, ay, 0, 0,
- 0, P_FLYING) == 0 || *flightpath == 0)
+ ax = ap_sect.sct_x;
+ ay = ap_sect.sct_y;
+ if (getpath(flightpath, player->argp[5], ax, ay, 0, 0, P_FLYING) == 0
+ || *flightpath == 0)
return RET_SYN;
tx = ax;
ty = ay;
(void)pathtoxy(flightpath, &tx, &ty, fcost);
pr("target sector is %s\n", xyas(tx, ty, player->cnum));
getsect(tx, ty, &target);
- if (target.sct_type == SCT_SANCT) {
- pr("You can't bomb that sector!\n");
- return RET_SYN;
- }
ip = 0;
ap_to_target = strlen(flightpath);
if (*(flightpath + strlen(flightpath) - 1) == 'h')
2, wantflags | P_F | P_ESC, P_M | P_O);
/*
* now arm and equip the bombers, transports, whatever.
- * tech is stored in high 16 bits of mission_flags.
- * yuck.
*/
- tech = 0;
mission_flags |= P_X; /* stealth (shhh) */
mission_flags |= P_H; /* gets turned off if not all choppers */
- mission_flags =
- pln_arm(&bomb_list, 2 * ap_to_target, mission, ip, 0,
- mission_flags, &tech);
+ mission_flags = pln_arm(&bomb_list, 2 * ap_to_target, mission,
+ ip, 0, mission_flags);
if (QEMPTY(&bomb_list)) {
pr("No planes could be equipped for the mission.\n");
return RET_FAIL;
}
- mission_flags =
- pln_arm(&esc_list, 2 * ap_to_target, mission, ip, P_F | P_ESC,
- mission_flags, &tech);
+ mission_flags = pln_arm(&esc_list, 2 * ap_to_target, mission,
+ ip, P_F | P_ESC, mission_flags);
ac_encounter(&bomb_list, &esc_list, ax, ay, flightpath, mission_flags,
0, 0, 0);
if (QEMPTY(&bomb_list)) {
pr("No planes got through fighter defenses\n");
+ } else if (target.sct_type == SCT_SANCT) {
+ pr("You can't bomb that sector!\n");
} else {
switch (mission) {
case 'p':
int type;
int bad;
s_char *p;
- int vec[I_MAX + 1];
struct plist *plp;
- struct emp_qelem *qp;
- int bestacc;
int nsubs;
int nunits;
struct natstr *natp;
nsubs = 0;
plp = (struct plist *)list->q_forw;
if (plp->pcp->pl_flags & P_A) {
- bestacc = 0;
- for (qp = list->q_forw; qp != list; qp = qp->q_forw)
- plp = (struct plist *)qp;
- if (plp->plane.pln_acc < bestacc)
- bestacc = plp->plane.pln_acc;
nships = num_shipsatxy(target->sct_x, target->sct_y, 0, 0);
nsubs = nships - shipsatxy(target->sct_x, target->sct_y, 0, M_SUB);
if (nsubs > 0)
}
nplanes = planesatxy(target->sct_x, target->sct_y, 0, 0, list);
nunits = unitsatxy(target->sct_x, target->sct_y, 0, 0);
- getvec(VT_ITEM, vec, (s_char *)target, EF_SECTOR);
retry:
- p = getstring
- ("Bomb what? (ship, plane, land unit, efficiency, commodities) ",
- buf);
+ p = getstring("Bomb what? (ship, plane, land unit, efficiency, commodities) ",
+ buf);
if (p == 0 || *p == 0) {
if (player->aborted)
return;
}
for (i = 0; i < nbomb; i++) {
- if (!vec[bombcomm[i]])
+ if (!target->sct_item[bombcomm[i]])
continue;
break;
}
static void
eff_bomb(struct emp_qelem *list, struct sctstr *target)
{
- register struct plist *plp;
+ struct plist *plp;
struct emp_qelem *qp;
struct sctstr sect;
int oldeff, dam = 0;
if ((plp->pcp->pl_flags & P_C) && (!(plp->pcp->pl_flags & P_T)))
continue;
if (plp->bombs || plp->plane.pln_nuketype != -1)
- dam +=
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
- &nukedam, 1);
+ dam += pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 1);
}
if (dam <= 0) /* dam == 0 if only nukes were delivered */
return;
target = §
oldeff = target->sct_effic;
target->sct_effic = effdamage(target->sct_effic, dam);
+ target->sct_avail = effdamage(target->sct_avail, dam);
target->sct_road = effdamage(target->sct_road, dam);
target->sct_rail = effdamage(target->sct_rail, dam);
target->sct_defense = effdamage(target->sct_defense, dam);
"%s bombing raid did %d%% damage in %s\n",
cname(player->cnum), oldeff - target->sct_effic,
xyas(target->sct_x, target->sct_y, target->sct_own));
- if (target->sct_effic < 20) {
+ if (target->sct_effic < SCT_MINEFF) {
if (target->sct_type == SCT_BSPAN)
knockdown(target, list);
else if (target->sct_type == SCT_BTOWER) {
static void
comm_bomb(struct emp_qelem *list, struct sctstr *target)
{
- register struct plist *plp;
+ struct plist *plp;
float b;
int i;
int amt, before;
struct ichrstr *ip;
- int vec[I_MAX + 1];
struct emp_qelem *qp;
struct sctstr sect;
int dam = 0;
int nukedam;
- getvec(VT_ITEM, vec, (s_char *)target, EF_SECTOR);
for (i = 0; i < nbomb; i++) {
- if (vec[bombcomm[i]] == 0)
+ if (target->sct_item[bombcomm[i]] == 0)
continue;
if (opt_SUPER_BARS && bombcomm[i] == I_BAR)
continue;
if ((plp->pcp->pl_flags & P_C) && (!(plp->pcp->pl_flags & P_T)))
continue;
if (plp->bombs || plp->plane.pln_nuketype != -1)
- dam +=
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
- &nukedam, 1);
+ dam += pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 1);
}
if (dam <= 0) /* dam == 0 if only nukes were delivered */
return;
getsect(target->sct_x, target->sct_y, §);
target = §
- before = amt = getvar(ip->i_vtype, (s_char *)target, EF_SECTOR);
- putvar(ip->i_vtype, commdamage(amt, dam, ip->i_vtype),
- (s_char *)target, EF_SECTOR);
- amt = getvar(ip->i_vtype, (s_char *)target, EF_SECTOR);
+ before = amt = target->sct_item[ip->i_vtype];
+ target->sct_item[ip->i_vtype] = amt = commdamage(amt, dam, ip->i_vtype);
if (before > 0.0)
b = 100.0 * (1.0 - ((float)amt / (float)before));
else
ship_bomb(struct emp_qelem *list, struct sctstr *target)
{
struct plist *plp;
- int onsea;
struct mchrstr *mcp;
int dam;
s_char *q;
int ignore;
struct shpstr ship;
int nships = 0;
- struct shiplook head, *s, *s2;
+ struct shiplist *head = NULL;
s_char buf[1024];
s_char prompt[128];
s_char msg[128];
int gun;
int shell;
- memset(&head, 0, sizeof(struct shiplook));
- head.uid = -1;
- onsea = (target->sct_type == SCT_WATER) ? 1 : 0;
for (qp = list->q_forw; qp != list && !player->aborted;
qp = qp->q_forw) {
- if (head.uid != -1) {
- s = head.next;
- while (s != (struct shiplook *)0) {
- s2 = s;
- s = s->next;
- free(s2);
- }
- }
- memset(&head, 0, sizeof(struct shiplook));
- head.uid = -1;
+ free_shiplist(&head);
plp = (struct plist *)qp;
if ((plp->pcp->pl_flags & P_C) && (!(plp->pcp->pl_flags & P_T)))
continue;
}
if (*q == '?') {
if (plp->pcp->pl_flags & P_A)
- print_found(&head);
+ print_shiplist(head);
else
shipsatxy(target->sct_x, target->sct_y, 0, M_SUB);
continue;
n = atoi(q);
if (n < 0)
continue;
+ if ((plp->pcp->pl_flags & P_A) && !on_shiplist(n, head))
+ continue;
if (getship(n, &ship) && ship.shp_x == target->sct_x &&
ship.shp_y == target->sct_y)
shipno = n;
}
if (shipno < 0)
continue;
+ if ((plp->pcp->pl_flags & P_A) && !on_shiplist(shipno, head))
+ continue;
shell = gun = 0;
- gun = min(getvar(V_GUN, (s_char *)&ship, EF_SHIP), ship.shp_glim);
+ gun = MIN(ship.shp_item[I_GUN], ship.shp_glim);
if (gun > 0) {
- shell = getvar(V_SHELL, (s_char *)&ship, EF_SHIP);
+ shell = ship.shp_item[I_SHELL];
if (shell <= 0)
shell = supply_commod(ship.shp_own, ship.shp_x,
ship.shp_y, I_SHELL, 1);
mcp = &mchr[(int)ship.shp_type];
if (gun > 0 && shell > 0 && !(mcp->m_flags & M_SUB)) {
flak = (int)(techfact(ship.shp_tech, (double)gun) * 2.0);
- putvar(V_SHELL, shell, (s_char *)&ship, EF_SHIP);
+ ship.shp_item[I_SHELL] = shell;
putship(ship.shp_uid, &ship);
sprintf(msg, "Flak! Firing %d guns from ship %s\n",
flak, prship(&ship));
PR(ship.shp_own, msg);
- if (pinflak_planedamage
- (&plp->plane, plp->pcp, ship.shp_own, flak))
+ if (pinflak_planedamage(&plp->plane, plp->pcp, ship.shp_own, flak))
continue;
}
if (plp->plane.pln_nuketype != -1)
hitchance = 100;
else {
- hitchance =
- pln_hitchance(&plp->plane, shp_hardtarget(&ship), EF_SHIP);
+ hitchance = pln_hitchance(&plp->plane,
+ shp_hardtarget(&ship), EF_SHIP);
pr("%d%% hitchance...", hitchance);
}
if (roll(100) <= hitchance) {
/* pinbombing is more accurate than normal bombing */
- dam =
- 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
- 'p', &nukedam, 1);
+ dam = 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 1);
} else {
pr("splash\n");
/* Bombs that miss have to land somewhere! */
- dam =
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
- &nukedam, 0);
+ dam = pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
+ &nukedam, 0);
collateral_damage(target->sct_x, target->sct_y, dam, list);
dam = 0;
}
if (((ship.shp_rflags & RET_INJURED) == 0) || !dam)
retreat_ship(&ship, 'b');
putship(ship.shp_uid, &ship);
- getship(n, &ship);
+ getship(ship.shp_uid, &ship);
if (!ship.shp_own) {
pr("%s at %s sunk!\n",
prship(&ship),
next:
;
}
- s = head.next;
- while (s != (struct shiplook *)0) {
- s2 = s;
- s = s->next;
- free(s2);
- }
+ free_shiplist(&head);
}
static void
}
if (roll(100) <= hitchance) {
/* pinbombing is more accurate than normal bombing */
- dam =
- 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
- 'p', &nukedam, 1);
+ dam = 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 1);
} else {
pr("thud\n");
/* Bombs that miss have to land somewhere! */
- dam =
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
- &nukedam, 0);
+ dam = pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 0);
collateral_damage(target->sct_x, target->sct_y, dam, list);
dam = 0;
}
cname(player->cnum), dam, prplane(&plane),
xyas(target->sct_x, target->sct_y, own));
putplane(plane.pln_uid, &plane);
- collateral_damage(plane.pln_x, plane.pln_y, dam, list);
+ collateral_damage(target->sct_x, target->sct_y, dam, list);
next:
;
}
s_char buf[1024];
s_char msg[128];
struct lndstr land;
- struct lchrstr *lcp;
struct emp_qelem *qp;
int unitno;
int ignore, flak, hitchance;
if (unitno < 0)
continue;
- lcp = &lchr[(int)land.lnd_type];
-
flak = (int)(techfact(land.lnd_tech, (double)land.lnd_aaf) * 3.0);
if (flak) {
sprintf(msg,
"Flak! Firing flak guns from unit %s (aa rating %d)\n",
prland(&land), land.lnd_aaf);
PR(land.lnd_own, msg);
- if (pinflak_planedamage
- (&plp->plane, plp->pcp, land.lnd_own, flak))
+ if (pinflak_planedamage(&plp->plane, plp->pcp, land.lnd_own, flak))
continue;
}
if (plp->plane.pln_nuketype != -1)
hitchance = 100;
else {
- hitchance =
- pln_hitchance(&plp->plane, lnd_hardtarget(&land), EF_LAND);
+ hitchance = pln_hitchance(&plp->plane,
+ lnd_hardtarget(&land), EF_LAND);
pr("%d%% hitchance...", hitchance);
}
if (roll(100) <= hitchance) {
- dam =
- 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
- 'p', &nukedam, 1);
+ dam = 2 * pln_damage(&plp->plane, target->sct_x, target->sct_y,
+ 'p', &nukedam, 1);
} else {
pr("thud\n");
/* Bombs that miss have to land somewhere! */
- dam =
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
- &nukedam, 0);
+ dam = pln_damage(&plp->plane, target->sct_x, target->sct_y, 'p',
+ &nukedam, 0);
collateral_damage(target->sct_x, target->sct_y, dam, list);
dam = 0;
}
retreat_land(&land, 'b');
nreport(player->cnum, N_UNIT_BOMB, own, 1);
putland(land.lnd_uid, &land);
- collateral_damage(land.lnd_x, land.lnd_y, dam, list);
+ collateral_damage(target->sct_x, target->sct_y, dam, list);
next:
;
}
static void
strat_bomb(struct emp_qelem *list, struct sctstr *target)
{
- register struct plist *plp;
+ struct plist *plp;
int dam = 0;
struct emp_qelem *qp;
struct sctstr sect;
if ((plp->pcp->pl_flags & P_C) && (!(plp->pcp->pl_flags & P_T)))
continue;
if (plp->bombs || plp->plane.pln_nuketype != -1)
- dam +=
- pln_damage(&plp->plane, target->sct_x, target->sct_y, 's',
- &nukedam, 1);
+ dam += pln_damage(&plp->plane, target->sct_x, target->sct_y, 's',
+ &nukedam, 1);
}
if (dam <= 0) /* dam == 0 if only nukes were delivered */
return;
putsect(§);
}
-#define FLAK_MAX 15
-float lflaktable[16] = { 0.20, 0.20, 0.25, 0.30, 0.35, 0.40, 0.45, 0.50,
- 0.50, 0.55, 0.60, 0.65, 0.70, 0.75, 0.80, 0.85,
-};
-
static int
pinflak_planedamage(struct plnstr *pp, struct plchrstr *pcp, natid from,
int flak)
struct lndstr land;
natid plane_owner;
int dam;
- float mult;
flak -= (pp->pln_def + 1);
if (pcp->pl_flags & P_X)
flak -= 2;
if (pcp->pl_flags & P_H)
flak -= 1;
- if (flak > 8)
- mult = lflaktable[FLAK_MAX] * 1.33;
- else if (flak < -7)
- mult = lflaktable[0] * 0.66;
- else {
- flak += 7;
- mult = lflaktable[flak];
- }
- mult *= flakscale;
- dam = (int)((roll(8) + 2) * mult);
- if (dam > 100)
- dam = 100;
-
+ dam = ac_flak_dam(flak);
disp = 0;
plane_owner = pp->pln_own;
eff = pp->pln_effic;