/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, 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.
*
* ---
*
* sabo.c: Spy terrorist bombing
- *
+ *
* Known contributors to this file:
* John Yockey, 2001
+ * Markus Armbruster, 2003-2010
*/
-/*
-#include <ctype.h>
-#include "player.h"
-#include "sect.h"
-#include "news.h"
-#include "xy.h"
-#include "nat.h"
-#include "path.h"
-#include "deity.h"
-#include "map.h"
-#include "commands.h"
-*/
+#include <config.h>
-#include "misc.h"
-#include "var.h"
+#include "chance.h"
+#include "commands.h"
#include "land.h"
-#include "nsc.h"
-#include "file.h"
int
sabo(void)
{
- struct nstr_item ni;
- struct lndstr land;
- struct sctstr sect;
- double odds;
- int vec[I_MAX+1];
- int dam;
+ struct nstr_item ni;
+ struct lndstr land, tmp;
+ struct sctstr sect;
+ double odds;
+ int dam;
- if (!snxtitem(&ni, EF_LAND, player->argp[1]))
- return RET_SYN;
+ if (!snxtitem(&ni, EF_LAND, player->argp[1], NULL))
+ return RET_SYN;
- while (nxtitem(&ni, (s_char *)&land)) {
- if (!player->owner) continue;
- if (!(lchr[(int)land.lnd_type].l_flags & L_SPY)) {
- pr("%s is not a spy.\n", prland(&land));
- continue;
- }
- if (land.lnd_ship >= 0) {
- pr("%s is on ship %d.\n", prland(&land),
- land.lnd_ship);
- continue;
- }
- if (land.lnd_land >= 0) {
- pr("%s is on unit %d.\n", prland(&land),
- land.lnd_land);
- continue;
- }
- if (!getsect(land.lnd_x, land.lnd_y, §)) continue;
- getvec(VT_ITEM, vec, (s_char *)&land, EF_LAND);
- if (vec[I_SHELL] == 0) {
- pr("%s has no shells.\n", prland(&land));
- continue;
- }
- putvar(V_SHELL, vec[I_SHELL] - 1, (s_char *)&land, EF_LAND);
+ while (nxtitem(&ni, &land)) {
+ if (!player->owner)
+ continue;
+ if (!(lchr[(int)land.lnd_type].l_flags & L_SPY)) {
+ pr("%s is not a spy.\n", prland(&land));
+ continue;
+ }
+ if (land.lnd_ship >= 0) {
+ pr("%s is on ship %d.\n", prland(&land), land.lnd_ship);
+ continue;
+ }
+ if (land.lnd_land >= 0) {
+ pr("%s is on unit %d.\n", prland(&land), land.lnd_land);
+ continue;
+ }
+ if (!getsect(land.lnd_x, land.lnd_y, §))
+ continue;
+ if (land.lnd_item[I_SHELL] == 0) {
+ pr("%s has no shells.\n", prland(&land));
+ continue;
+ }
- odds = (100 - land.lnd_effic) / 100.0 + .10;
- if (chance(odds)) {
- wu(0, sect.sct_own,
- "%s spy shot in %s during sabotage attempt.\n",
- cname(player->cnum),
- xyas(sect.sct_x, sect.sct_y, sect.sct_own));
- pr("%s was shot and killed.\n", prland(&land));
- land.lnd_effic = 0;
- putland(land.lnd_uid, &land);
- continue;
- }
+ odds = LND_SPY_DETECT_CHANCE(land.lnd_effic);
+ if (chance(odds)) {
+ wu(0, sect.sct_own,
+ "%s spy shot in %s during sabotage attempt.\n",
+ cname(player->cnum),
+ xyas(sect.sct_x, sect.sct_y, sect.sct_own));
+ pr("%s was shot and killed.\n", prland(&land));
+ land.lnd_effic = 0;
+ putland(land.lnd_uid, &land);
+ continue;
+ }
- land.lnd_own = 0;
- putland(land.lnd_uid, &land);
+ dam = lnd_sabo(&land, sect.sct_item);
+ if (dam < 0)
+ continue;
+
+ pr("Explosion in %s causes %d damage.\n",
+ xyas(land.lnd_x, land.lnd_y, player->cnum), dam);
+ if (sect.sct_own) {
+ wu(0, sect.sct_own,
+ "Sabotage in sector %s caused %d damage.\n",
+ xyas(sect.sct_x, sect.sct_y, sect.sct_own), dam);
+ }
- getvec(VT_ITEM, vec, (s_char *)§, EF_SECTOR);
- dam = landgun(3*land.lnd_effic, 7);
- if (vec[I_SHELL] > 20)
- dam += seagun(land.lnd_effic, random() % (vec[I_SHELL] / 10));
- if (vec[I_PETROL] > 100)
- dam += seagun(land.lnd_effic, random() % (vec[I_PETROL] / 50));
+ /* hack: hide the spy so it don't gets blasted by sectdamage() */
+ tmp = land;
+ tmp.lnd_own = 0;
+ putland(land.lnd_uid, &tmp);
+ land.lnd_seqno = tmp.lnd_seqno;
- pr("Explosion in %s causes %d damage.\n",
- xyas(land.lnd_x, land.lnd_y, land.lnd_own), dam);
- if (sect.sct_own) {
- wu(0, sect.sct_own,
- "Sabotage in sector %s caused %d damage.\n",
- xyas(sect.sct_x, sect.sct_y, sect.sct_own), dam);
- }
- sectdamage(§, dam, 0);
- putsect(§);
+ sectdamage(§, dam);
+ putsect(§);
- land.lnd_own = player->cnum;
- if (chance(odds)) {
- pr("%s dies in explosion.\n", prland(&land));
- land.lnd_effic = 0;
- }
- putland(land.lnd_uid, &land);
+ if (chance(odds)) {
+ pr("%s dies in explosion.\n", prland(&land));
+ land.lnd_effic = 0;
}
- return RET_OK;
+ putland(land.lnd_uid, &land);
+ }
+ return RET_OK;
}