#define CASUALTY_LUMP 1 /* How big casualty chunks should be */
-static void ask_olist(int combat_mode, struct combat *off, struct combat *def, struct emp_qelem *olist, s_char *land_answer, int *a_spyp, int *a_engineerp);
-static void take_move_in_mob(int combat_mode, struct llist *llp, struct combat *off, struct combat *def);
-static void move_in_land(int combat_mode, struct combat *off, struct emp_qelem *olist, struct combat *def);
-static void ask_move_in(struct combat *off, struct emp_qelem *olist, struct combat *def);
+static void ask_olist(int combat_mode, struct combat *off,
+ struct combat *def, struct emp_qelem *olist,
+ s_char *land_answer, int *a_spyp, int *a_engineerp);
+static void take_move_in_mob(int combat_mode, struct llist *llp,
+ struct combat *off, struct combat *def);
+static void move_in_land(int combat_mode, struct combat *off,
+ struct emp_qelem *olist, struct combat *def);
+static void ask_move_in(struct combat *off, struct emp_qelem *olist,
+ struct combat *def);
static void ask_move_in_off(struct combat *off, struct combat *def);
static int board_abort(struct combat *off, struct combat *def);
static int land_board_abort(struct combat *off, struct combat *def);
-static int ask_off(int combat_mode, struct combat *off, struct combat *def);
-static int get_dlist(struct combat *def, struct emp_qelem *list, int a_spy, int *d_spyp);
-static int get_ototal(int combat_mode, struct combat *off, struct emp_qelem *olist, double osupport, int check);
-static int get_dtotal(struct combat *def, struct emp_qelem *list, double dsupport, int check);
-static int take_casualty(int combat_mode, struct combat *off, struct emp_qelem *olist);
-
-static void send_reacting_units_home(struct combat *def, struct emp_qelem *list);
-static int take_def(int combat_mode, struct emp_qelem *list, struct combat *off, struct combat *def);
-
-void att_move_in_off(int combat_mode, struct combat *off, struct emp_qelem *olist, struct combat *def);
-static int get_land(int combat_mode, struct combat *def, int uid, struct llist *llp, int victim_land);
+static int ask_off(int combat_mode, struct combat *off,
+ struct combat *def);
+static int get_dlist(struct combat *def, struct emp_qelem *list, int a_spy,
+ int *d_spyp);
+static int get_ototal(int combat_mode, struct combat *off,
+ struct emp_qelem *olist, double osupport, int check);
+static int get_dtotal(struct combat *def, struct emp_qelem *list,
+ double dsupport, int check);
+static int take_casualty(int combat_mode, struct combat *off,
+ struct emp_qelem *olist);
+
+static void send_reacting_units_home(struct combat *def,
+ struct emp_qelem *list);
+static int take_def(int combat_mode, struct emp_qelem *list,
+ struct combat *off, struct combat *def);
+
+void att_move_in_off(int combat_mode, struct combat *off,
+ struct emp_qelem *olist, struct combat *def);
+static int get_land(int combat_mode, struct combat *def, int uid,
+ struct llist *llp, int victim_land);
/*
* The principal object in this code is the "combat" object. A combat object
int
att_combat_init(struct combat *com, int type)
{
- bzero((s_char *)com, sizeof(*com));
- com->type = type;
- return type;
+ bzero((s_char *)com, sizeof(*com));
+ com->type = type;
+ return type;
}
/* print a combat object with optional preposition */
static s_char *
pr_com(int inon, struct combat *com, natid who)
{
- if (com->type == EF_SECTOR) {
- return prbuf("%s%s",
- inon?inon==1?"in ":"into ":"",
- xyas(com->x, com->y, who));
- } else if (com->type == EF_SHIP) {
- if (opt_SHIPNAMES) {
- return prbuf("%s%s %s(#%d)",
- inon?inon==1?"on ":"onto ":"",
- com->shp_mcp->m_name, com->shp_name, com->shp_uid);
- } else {
- return prbuf("%s%s #%d",
- inon?inon==1?"on ":"onto ":"",
- com->shp_mcp->m_name, com->shp_uid);
- }
- } else if (com->type == EF_LAND) {
- return prbuf("%s%s #%d",
- inon?inon==1?"on ":"onto ":"",
- com->lnd_lcp->l_name, com->lnd_uid);
+ if (com->type == EF_SECTOR) {
+ return prbuf("%s%s",
+ inon ? inon == 1 ? "in " : "into " : "",
+ xyas(com->x, com->y, who));
+ } else if (com->type == EF_SHIP) {
+ if (opt_SHIPNAMES) {
+ return prbuf("%s%s %s(#%d)",
+ inon ? inon == 1 ? "on " : "onto " : "",
+ com->shp_mcp->m_name, com->shp_name,
+ com->shp_uid);
} else {
- return "your forces";
- }
-}
+ return prbuf("%s%s #%d",
+ inon ? inon == 1 ? "on " : "onto " : "",
+ com->shp_mcp->m_name, com->shp_uid);
+ }
+ } else if (com->type == EF_LAND) {
+ return prbuf("%s%s #%d",
+ inon ? inon == 1 ? "on " : "onto " : "",
+ com->lnd_lcp->l_name, com->lnd_uid);
+ } else {
+ return "your forces";
+ }
+}
static s_char *
prcom(int inon, struct combat *com)
{
- return pr_com(inon, com, player->cnum);
+ return pr_com(inon, com, player->cnum);
}
/* Doing a sneak attack */
static void
do_sneak(def, success)
- struct combat *def;
- int success;
+struct combat *def;
+int success;
{
- struct sctstr sect;
- struct natstr *natp = getnatp(player->cnum);
- int issneak = getrel(natp, def->own);
+ struct sctstr sect;
+ struct natstr *natp = getnatp(player->cnum);
+ int issneak = getrel(natp, def->own);
- if (def->type != EF_SECTOR)
- return;
+ if (def->type != EF_SECTOR)
+ return;
- getsect(def->x, def->y, §);
+ getsect(def->x, def->y, §);
- if (issneak == AT_WAR ||
- !def->own ||
- sect.sct_oldown == player->cnum)
- return;
+ if (issneak == AT_WAR || !def->own || sect.sct_oldown == player->cnum)
+ return;
- if (success)
- pr("Your sneak attack was successful\nBut ");
- else
- pr("Your sneak attack was unsuccessful\nAnd ");
-
- pr("it will cost you $5000\n");
- pr("War has been declared!!!!\n");
- wu(0,def->own, "Country %s (#%d) has Sneak Attacked!!\n",
- cname(player->cnum), player->cnum);
- wu(0,def->own,"Country %s (#%d) has Declared WAR on you!!\n",
- cname(player->cnum), player->cnum);
- player->dolcost += 5000;
- issneak = min(issneak, MOBILIZATION);
- nreport(player->cnum, N_DECL_WAR, def->own, 1);
- setrel(player->cnum,def->own,issneak);
+ if (success)
+ pr("Your sneak attack was successful\nBut ");
+ else
+ pr("Your sneak attack was unsuccessful\nAnd ");
+
+ pr("it will cost you $5000\n");
+ pr("War has been declared!!!!\n");
+ wu(0, def->own, "Country %s (#%d) has Sneak Attacked!!\n",
+ cname(player->cnum), player->cnum);
+ wu(0, def->own, "Country %s (#%d) has Declared WAR on you!!\n",
+ cname(player->cnum), player->cnum);
+ player->dolcost += 5000;
+ issneak = min(issneak, MOBILIZATION);
+ nreport(player->cnum, N_DECL_WAR, def->own, 1);
+ setrel(player->cnum, def->own, issneak);
}
/*
int
att_get_combat(struct combat *com, int isdef)
{
- struct sctstr sect;
- struct shpstr ship;
- struct lndstr land;
- s_char *thing;
- natid owner;
- int mil;
- int eff;
- int mob;
- coord x, y;
-
- switch (com->type) {
- case EF_SECTOR:
- if (!getsect(com->x, com->y, §)) {
- pr("Bad sector: %s\n",
- xyas(com->x, com->y, player->cnum));
- return att_combat_init(com, EF_BAD);
- }
- com->sct_type = sect.sct_type;
- com->sct_dcp = &dchr[sect.sct_type];
- thing = (s_char *)§
- owner = sect.sct_own;
- eff = sect.sct_effic;
- mob = sect.sct_mobil;
- x = com->x;
- y = com->y;
- break;
- case EF_LAND:
- if (!getland(com->lnd_uid, &land)) {
- if (isdef)
- pr("Land unit #%d is not in the same sector!\n", com->lnd_uid);
- return att_combat_init(com, EF_BAD);
- }
- if (isdef && player->owner) {
- pr("Boarding yourself? Try using the 'load' command.\n");
- return att_combat_init(com, EF_BAD);
- }
- com->lnd_lcp = &lchr[(int)land.lnd_type];
- thing = (s_char *)&land;
- owner = land.lnd_own;
- eff = land.lnd_effic;
- mob = land.lnd_mobil;
- x = land.lnd_x;
- y = land.lnd_y;
- break;
- case EF_SHIP:
- if (!getship(com->shp_uid, &ship) || !ship.shp_own) {
- if (isdef)
- pr("Ship #%d is not in the same sector!\n", com->shp_uid);
- else
- pr("Ship #%d is not your ship!\n", com->shp_uid);
- return att_combat_init(com, EF_BAD);
- }
- if (opt_MARKET) {
- if (isdef && player->owner &&
- ontradingblock(EF_SHIP, (int *)&ship)) {
- pr("%s is on the trading block.\n", prcom(0, com));
- return att_combat_init(com, EF_BAD);
- }
- }
- if (isdef && player->owner) {
- pr("Boarding yourself? Try using the 'tend' command.\n");
- return att_combat_init(com, EF_BAD);
- }
- com->shp_mcp = &mchr[(int)ship.shp_type];
- if (opt_SHIPNAMES)
- strncpy(com->shp_name, ship.shp_name, MAXSHPNAMLEN);
- if (!isdef && !player->owner) {
- if (com->set)
- pr("%s was just sunk!\n", prcom(0, com));
- else
- pr("Ship #%d is not your ship!\n", com->shp_uid);
- return att_combat_init(com, EF_BAD);
- }
- thing = (s_char *)&ship;
- owner = ship.shp_own;
- eff = ship.shp_effic;
- mob = ship.shp_mobil;
- x = ship.shp_x;
- y = ship.shp_y;
- break;
- case EF_PLANE:
- return com->mil;
- case EF_BAD:
- return EF_BAD;
- default:
+ struct sctstr sect;
+ struct shpstr ship;
+ struct lndstr land;
+ s_char *thing;
+ natid owner;
+ int mil;
+ int eff;
+ int mob;
+ coord x, y;
+
+ switch (com->type) {
+ case EF_SECTOR:
+ if (!getsect(com->x, com->y, §)) {
+ pr("Bad sector: %s\n", xyas(com->x, com->y, player->cnum));
+ return att_combat_init(com, EF_BAD);
+ }
+ com->sct_type = sect.sct_type;
+ com->sct_dcp = &dchr[sect.sct_type];
+ thing = (s_char *)§
+ owner = sect.sct_own;
+ eff = sect.sct_effic;
+ mob = sect.sct_mobil;
+ x = com->x;
+ y = com->y;
+ break;
+ case EF_LAND:
+ if (!getland(com->lnd_uid, &land)) {
+ if (isdef)
+ pr("Land unit #%d is not in the same sector!\n",
+ com->lnd_uid);
+ return att_combat_init(com, EF_BAD);
+ }
+ if (isdef && player->owner) {
+ pr("Boarding yourself? Try using the 'load' command.\n");
+ return att_combat_init(com, EF_BAD);
+ }
+ com->lnd_lcp = &lchr[(int)land.lnd_type];
+ thing = (s_char *)&land;
+ owner = land.lnd_own;
+ eff = land.lnd_effic;
+ mob = land.lnd_mobil;
+ x = land.lnd_x;
+ y = land.lnd_y;
+ break;
+ case EF_SHIP:
+ if (!getship(com->shp_uid, &ship) || !ship.shp_own) {
+ if (isdef)
+ pr("Ship #%d is not in the same sector!\n", com->shp_uid);
+ else
+ pr("Ship #%d is not your ship!\n", com->shp_uid);
+ return att_combat_init(com, EF_BAD);
+ }
+ if (opt_MARKET) {
+ if (isdef && player->owner &&
+ ontradingblock(EF_SHIP, (int *)&ship)) {
+ pr("%s is on the trading block.\n", prcom(0, com));
return att_combat_init(com, EF_BAD);
+ }
}
+ if (isdef && player->owner) {
+ pr("Boarding yourself? Try using the 'tend' command.\n");
+ return att_combat_init(com, EF_BAD);
+ }
+ com->shp_mcp = &mchr[(int)ship.shp_type];
+ if (opt_SHIPNAMES)
+ strncpy(com->shp_name, ship.shp_name, MAXSHPNAMLEN);
+ if (!isdef && !player->owner) {
+ if (com->set)
+ pr("%s was just sunk!\n", prcom(0, com));
+ else
+ pr("Ship #%d is not your ship!\n", com->shp_uid);
+ return att_combat_init(com, EF_BAD);
+ }
+ thing = (s_char *)&ship;
+ owner = ship.shp_own;
+ eff = ship.shp_effic;
+ mob = ship.shp_mobil;
+ x = ship.shp_x;
+ y = ship.shp_y;
+ break;
+ case EF_PLANE:
+ return com->mil;
+ case EF_BAD:
+ return EF_BAD;
+ default:
+ return att_combat_init(com, EF_BAD);
+ }
- mil = getvar(V_MILIT, thing, com->type);
- if (!com->set) { /* first time */
- if (isdef) { /* defender */
- com->troops = mil;
- } else { /* attacker */
- if (!mil)
- pr("No mil %s\n", prcom(1, com));
- else if (mil == 1)
- pr("Only 1 mil %s\n", prcom(1, com));
- /* don't abandon attacking sectors or ships */
- com->troops = max(0, mil-1);
- }
- com->plague = (getvar(V_PSTAGE, thing, com->type)) ==
- PLG_INFECT;
- } else { /* not first time */
- if (isdef) { /* defender */
- if (com->x != x || com->y != y) {
- pr("%s has moved!\n", prcom(0, com));
- return att_combat_init(com, EF_BAD);
- }
- if (owner != com->own) {
- if (owner) {
- pr("WARNING: The ownership of %s just changed from %s to %s!\n", prcom(0, com), cname(com->own), cname(owner));
- } else if (com->type == EF_SECTOR) {
- pr("WARNING: %s just abandoned sector %s!\n", cname(com->own), xyas(com->x,com->y,player->cnum));
- }
- }
- if (com->mil != mil)
- pr("WARNING: The enemy mil %s just %s from %d to %d!\n", prcom(1, com),
- com->mil < mil?"increased":"decreased",
- com->mil, mil);
- com->troops = mil;
- } else { /* attacker */
- if (owner != player->cnum &&
- getrel(getnatp(owner), player->cnum) != ALLIED) { /* must be EF_SECTOR */
- if (com->mil)
- pr("WARNING: Your %d mil in %s were destroyed because %s just took the sector!\n", com->mil, xyas(com->x,com->y,player->cnum), cname(owner));
- else
- pr("You no longer own %s\n",
- xyas(com->x,com->y,player->cnum));
- return att_combat_init(com, EF_BAD);
- }
- if (com->troops && com->troops + 1 > mil) {
- if (com->own == owner &&
- player->cnum == owner) /* not a takeover */
- pr("WARNING: Your mil %s has been reduced from %d to %d!\n", prcom(1, com), com->troops, max(0,mil-1));
- com->troops = max(0,mil-1);
- }
+ mil = getvar(V_MILIT, thing, com->type);
+ if (!com->set) { /* first time */
+ if (isdef) { /* defender */
+ com->troops = mil;
+ } else { /* attacker */
+ if (!mil)
+ pr("No mil %s\n", prcom(1, com));
+ else if (mil == 1)
+ pr("Only 1 mil %s\n", prcom(1, com));
+ /* don't abandon attacking sectors or ships */
+ com->troops = max(0, mil - 1);
+ }
+ com->plague = (getvar(V_PSTAGE, thing, com->type)) == PLG_INFECT;
+ } else { /* not first time */
+ if (isdef) { /* defender */
+ if (com->x != x || com->y != y) {
+ pr("%s has moved!\n", prcom(0, com));
+ return att_combat_init(com, EF_BAD);
+ }
+ if (owner != com->own) {
+ if (owner) {
+ pr("WARNING: The ownership of %s just changed from %s to %s!\n", prcom(0, com), cname(com->own), cname(owner));
+ } else if (com->type == EF_SECTOR) {
+ pr("WARNING: %s just abandoned sector %s!\n",
+ cname(com->own), xyas(com->x, com->y,
+ player->cnum));
}
+ }
+ if (com->mil != mil)
+ pr("WARNING: The enemy mil %s just %s from %d to %d!\n",
+ prcom(1, com),
+ com->mil < mil ? "increased" : "decreased", com->mil,
+ mil);
+ com->troops = mil;
+ } else { /* attacker */
+ if (owner != player->cnum && getrel(getnatp(owner), player->cnum) != ALLIED) { /* must be EF_SECTOR */
+ if (com->mil)
+ pr("WARNING: Your %d mil in %s were destroyed because %s just took the sector!\n", com->mil, xyas(com->x, com->y, player->cnum), cname(owner));
+ else
+ pr("You no longer own %s\n",
+ xyas(com->x, com->y, player->cnum));
+ return att_combat_init(com, EF_BAD);
+ }
+ if (com->troops && com->troops + 1 > mil) {
+ if (com->own == owner && player->cnum == owner) /* not a takeover */
+ pr("WARNING: Your mil %s has been reduced from %d to %d!\n", prcom(1, com), com->troops, max(0, mil - 1));
+ com->troops = max(0, mil - 1);
+ }
}
- com->set = 1;
- com->mil = mil;
- com->own = owner;
- com->x = x;
- com->y = y;
- com->eff = eff;
- com->mob = mob;
- return com->troops;
+ }
+ com->set = 1;
+ com->mil = mil;
+ com->own = owner;
+ com->x = x;
+ com->y = y;
+ com->eff = eff;
+ com->mob = mob;
+ return com->troops;
}
/*
static void
put_combat(struct combat *com)
{
- struct sctstr sect;
- struct shpstr ship;
- struct lndstr land;
- int deff;
-
- switch (com->type) {
- case EF_SECTOR:
- getsect(com->x, com->y, §);
- sect.sct_type = com->sct_type;
- deff = sect.sct_effic - com->eff;
- if (deff > 0) {
- sect.sct_road -= (sect.sct_road * deff / 100.0);
- sect.sct_rail -= (sect.sct_rail * deff / 100.0);
- sect.sct_defense -= (sect.sct_defense * deff / 100.0);
- if (sect.sct_road <= 0)
- sect.sct_road = 0;
- if (sect.sct_rail <= 0)
- sect.sct_rail = 0;
- if (sect.sct_defense <= 0)
- sect.sct_defense = 0;
- }
- sect.sct_effic = com->eff;
- if (!opt_DEFENSE_INFRA)
- sect.sct_defense = sect.sct_effic;
- if (com->mobcost) {
- if (opt_MOB_ACCESS) {
- if ((com->mob - com->mobcost) < -127)
- sect.sct_mobil = -127;
- else
- sect.sct_mobil = (short)(com->mob - com->mobcost);
- } else {
- if ((com->mob - com->mobcost) < 0)
- sect.sct_mobil = 0;
- else
- sect.sct_mobil = (short)(com->mob - com->mobcost);
- }
- }
- makelost(EF_SECTOR, sect.sct_own, 0, sect.sct_x, sect.sct_y);
- makenotlost(EF_SECTOR, com->own, 0, sect.sct_x, sect.sct_y);
- sect.sct_own = com->own;
- if (com->plague) {
- if (getvar(V_PSTAGE, (s_char *)§, EF_SECTOR) == PLG_HEALTHY)
- putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)§, EF_SECTOR);
- }
- putvar(V_MILIT, com->mil, (s_char *)§, EF_SECTOR);
- putsect(§);
- com->own = sect.sct_own; /* avoid WARNING if sector reverts */
- break;
- case EF_LAND:
- getland(com->lnd_uid, &land);
- land.lnd_effic = com->eff;
- if (com->mobcost) {
- if (com->mob - com->mobcost < -127)
- land.lnd_mobil = -127;
- else
- land.lnd_mobil = (s_char)(com->mob - com->mobcost);
- }
- makelost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x, land.lnd_y);
- land.lnd_own = com->own;
- makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x, land.lnd_y);
- if (com->plague) {
- if (getvar(V_PSTAGE, (s_char *)&land, EF_LAND) == PLG_HEALTHY)
- putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&land, EF_LAND);
- }
- if (!(com->lnd_lcp->l_flags & L_SPY))
- putvar(V_MILIT, com->mil, (s_char *)&land, EF_LAND);
- lnd_count_units(&land);
- if (com->own == player->cnum) {
- land.lnd_mission = 0;
- land.lnd_rflags = 0;
- bzero(land.lnd_rpath, RET_LEN);
- }
- putland(com->lnd_uid, &land);
- break;
- case EF_SHIP:
- getship(com->shp_uid, &ship);
- ship.shp_effic = com->eff;
- if (com->mobcost) {
- if (com->mob - com->mobcost < -127)
- ship.shp_mobil = -127;
- else
- ship.shp_mobil =
- (s_char)(com->mob - com->mobcost);
- }
- makelost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x, ship.shp_y);
- ship.shp_own = com->own;
- makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x, ship.shp_y);
- if (com->plague) {
- if (getvar(V_PSTAGE, (s_char *)&ship, EF_SHIP) == PLG_HEALTHY)
- putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&ship, EF_SHIP);
- }
- putvar(V_MILIT, com->mil, (s_char *)&ship, EF_SHIP);
- count_units(&ship);
- if (com->own == player->cnum) {
- ship.shp_mission = 0;
- ship.shp_rflags = 0;
- bzero(ship.shp_rpath,RET_LEN);
- }
- putship(com->shp_uid, &ship);
+ struct sctstr sect;
+ struct shpstr ship;
+ struct lndstr land;
+ int deff;
+
+ switch (com->type) {
+ case EF_SECTOR:
+ getsect(com->x, com->y, §);
+ sect.sct_type = com->sct_type;
+ deff = sect.sct_effic - com->eff;
+ if (deff > 0) {
+ sect.sct_road -= (sect.sct_road * deff / 100.0);
+ sect.sct_rail -= (sect.sct_rail * deff / 100.0);
+ sect.sct_defense -= (sect.sct_defense * deff / 100.0);
+ if (sect.sct_road <= 0)
+ sect.sct_road = 0;
+ if (sect.sct_rail <= 0)
+ sect.sct_rail = 0;
+ if (sect.sct_defense <= 0)
+ sect.sct_defense = 0;
+ }
+ sect.sct_effic = com->eff;
+ if (!opt_DEFENSE_INFRA)
+ sect.sct_defense = sect.sct_effic;
+ if (com->mobcost) {
+ if (opt_MOB_ACCESS) {
+ if ((com->mob - com->mobcost) < -127)
+ sect.sct_mobil = -127;
+ else
+ sect.sct_mobil = (short)(com->mob - com->mobcost);
+ } else {
+ if ((com->mob - com->mobcost) < 0)
+ sect.sct_mobil = 0;
+ else
+ sect.sct_mobil = (short)(com->mob - com->mobcost);
+ }
}
- com->mobcost = 0;
- att_get_combat(com, com->own != player->cnum);
+ makelost(EF_SECTOR, sect.sct_own, 0, sect.sct_x, sect.sct_y);
+ makenotlost(EF_SECTOR, com->own, 0, sect.sct_x, sect.sct_y);
+ sect.sct_own = com->own;
+ if (com->plague) {
+ if (getvar(V_PSTAGE, (s_char *)§, EF_SECTOR) ==
+ PLG_HEALTHY)
+ putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)§, EF_SECTOR);
+ }
+ putvar(V_MILIT, com->mil, (s_char *)§, EF_SECTOR);
+ putsect(§);
+ com->own = sect.sct_own; /* avoid WARNING if sector reverts */
+ break;
+ case EF_LAND:
+ getland(com->lnd_uid, &land);
+ land.lnd_effic = com->eff;
+ if (com->mobcost) {
+ if (com->mob - com->mobcost < -127)
+ land.lnd_mobil = -127;
+ else
+ land.lnd_mobil = (s_char)(com->mob - com->mobcost);
+ }
+ makelost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
+ land.lnd_y);
+ land.lnd_own = com->own;
+ makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
+ land.lnd_y);
+ if (com->plague) {
+ if (getvar(V_PSTAGE, (s_char *)&land, EF_LAND) == PLG_HEALTHY)
+ putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&land, EF_LAND);
+ }
+ if (!(com->lnd_lcp->l_flags & L_SPY))
+ putvar(V_MILIT, com->mil, (s_char *)&land, EF_LAND);
+ lnd_count_units(&land);
+ if (com->own == player->cnum) {
+ land.lnd_mission = 0;
+ land.lnd_rflags = 0;
+ bzero(land.lnd_rpath, RET_LEN);
+ }
+ putland(com->lnd_uid, &land);
+ break;
+ case EF_SHIP:
+ getship(com->shp_uid, &ship);
+ ship.shp_effic = com->eff;
+ if (com->mobcost) {
+ if (com->mob - com->mobcost < -127)
+ ship.shp_mobil = -127;
+ else
+ ship.shp_mobil = (s_char)(com->mob - com->mobcost);
+ }
+ makelost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x,
+ ship.shp_y);
+ ship.shp_own = com->own;
+ makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x,
+ ship.shp_y);
+ if (com->plague) {
+ if (getvar(V_PSTAGE, (s_char *)&ship, EF_SHIP) == PLG_HEALTHY)
+ putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&ship, EF_SHIP);
+ }
+ putvar(V_MILIT, com->mil, (s_char *)&ship, EF_SHIP);
+ count_units(&ship);
+ if (com->own == player->cnum) {
+ ship.shp_mission = 0;
+ ship.shp_rflags = 0;
+ bzero(ship.shp_rpath, RET_LEN);
+ }
+ putship(com->shp_uid, &ship);
+ }
+ com->mobcost = 0;
+ att_get_combat(com, com->own != player->cnum);
}
/* If pre-attack, abort fight. If post-attack, don't move anything in */
static int
abort_attack(void)
{
- return player->aborted = 1;
+ return player->aborted = 1;
}
/*
int
att_abort(int combat_mode, struct combat *off, struct combat *def)
{
- struct sctstr sect;
- int issneak;
- s_char y_or_n[512];
- struct natstr *natp;
-
- if (player->aborted)
- return 1;
- if (att_get_combat(def, 1) < 0)
- return abort_attack();
-
- if (off && combat_mode != A_ATTACK) {
- if (att_get_combat(off, 0) < 0)
- return abort_attack();
- if (off->type == EF_SHIP &&
- (!getsect(off->x, off->y, §) ||
- sect.sct_type != SCT_WATER)) {
- pr("%s can not %s from that far inland!\n",
- prcom(0, off),
- att_mode[combat_mode]);
- return abort_attack();
- }
+ struct sctstr sect;
+ int issneak;
+ s_char y_or_n[512];
+ struct natstr *natp;
+
+ if (player->aborted)
+ return 1;
+ if (att_get_combat(def, 1) < 0)
+ return abort_attack();
+
+ if (off && combat_mode != A_ATTACK) {
+ if (att_get_combat(off, 0) < 0)
+ return abort_attack();
+ if (off->type == EF_SHIP &&
+ (!getsect(off->x, off->y, §) ||
+ sect.sct_type != SCT_WATER)) {
+ pr("%s can not %s from that far inland!\n",
+ prcom(0, off), att_mode[combat_mode]);
+ return abort_attack();
}
- switch (combat_mode) {
- case A_ATTACK:
- if (!neigh(def->x, def->y, player->cnum) &&
- !adj_units(def->x, def->y, player->cnum)) {
- pr("You are not adjacent to %s\n", xyas(def->x, def->y, player->cnum));
- return abort_attack();
- }
- if (def->own == player->cnum) {
- pr("You can't attack your own sector.\n");
- return abort_attack();
- }
- break;
- case A_ASSAULT:
- if (off && mapdist(off->x, off->y, def->x, def->y) > 1) {
- pr("You'll have to get there first...\n");
- return abort_attack();
- }
- if (off && def->sct_type == SCT_MOUNT) {
- pr("You can't assault a %s sector!\n", def->sct_dcp->d_name);
- return abort_attack();
- }
- break;
- case A_PARA:
- if (def->own == player->cnum) {
- pr("You can't air-assault your own sector.\n");
- return abort_attack();
- }
- if (off && (def->sct_type == SCT_MOUNT ||
+ }
+ switch (combat_mode) {
+ case A_ATTACK:
+ if (!neigh(def->x, def->y, player->cnum) &&
+ !adj_units(def->x, def->y, player->cnum)) {
+ pr("You are not adjacent to %s\n",
+ xyas(def->x, def->y, player->cnum));
+ return abort_attack();
+ }
+ if (def->own == player->cnum) {
+ pr("You can't attack your own sector.\n");
+ return abort_attack();
+ }
+ break;
+ case A_ASSAULT:
+ if (off && mapdist(off->x, off->y, def->x, def->y) > 1) {
+ pr("You'll have to get there first...\n");
+ return abort_attack();
+ }
+ if (off && def->sct_type == SCT_MOUNT) {
+ pr("You can't assault a %s sector!\n", def->sct_dcp->d_name);
+ return abort_attack();
+ }
+ break;
+ case A_PARA:
+ if (def->own == player->cnum) {
+ pr("You can't air-assault your own sector.\n");
+ return abort_attack();
+ }
+ if (off && (def->sct_type == SCT_MOUNT ||
def->sct_type == SCT_WATER ||
def->sct_type == SCT_CAPIT ||
def->sct_type == SCT_FORTR ||
def->sct_type == SCT_WASTE)) {
- pr("You can't air-assault a %s sector!\n",
- def->sct_dcp->d_name);
- return abort_attack();
- }
- break;
- case A_BOARD:
- return board_abort(off, def);
- case A_LBOARD:
- return land_board_abort(off, def);
+ pr("You can't air-assault a %s sector!\n",
+ def->sct_dcp->d_name);
+ return abort_attack();
}
-
- if (off && def->sct_dcp->d_mcst <= 0) {
- pr("You can't %s a %s sector!\n", att_mode[combat_mode],
- def->sct_dcp->d_name);
+ break;
+ case A_BOARD:
+ return board_abort(off, def);
+ case A_LBOARD:
+ return land_board_abort(off, def);
+ }
+
+ if (off && def->sct_dcp->d_mcst <= 0) {
+ pr("You can't %s a %s sector!\n", att_mode[combat_mode],
+ def->sct_dcp->d_name);
+ return abort_attack();
+ }
+ if (!off || off->relations_checked)
+ return 0;
+ off->relations_checked = 1;
+
+ if (opt_HIDDEN) {
+ setcont(player->cnum, def->own, FOUND_SPY);
+ setcont(def->own, player->cnum, FOUND_SPY);
+ }
+ if (opt_SLOW_WAR && def->own != player->cnum) {
+ natp = getnatp(player->cnum);
+ issneak = getrel(natp, def->own);
+
+ if (issneak == ALLIED) {
+ sprintf(y_or_n, "Sector is owned by %s, your ally, %s [yn]? ",
+ cname(def->own), att_mode[combat_mode]);
+ if (!confirm(y_or_n))
return abort_attack();
+
}
- if (!off || off->relations_checked)
- return 0;
- off->relations_checked = 1;
-
- if (opt_HIDDEN) {
- setcont(player->cnum, def->own, FOUND_SPY);
- setcont(def->own, player->cnum, FOUND_SPY);
- }
- if (opt_SLOW_WAR && def->own != player->cnum) {
- natp = getnatp(player->cnum);
- issneak = getrel(natp, def->own);
-
- if (issneak == ALLIED){
- sprintf(y_or_n,"Sector is owned by %s, your ally, %s [yn]? ",cname(def->own), att_mode[combat_mode]);
- if (!confirm(y_or_n))
- return abort_attack();
-
- }
- if (opt_SNEAK_ATTACK) {
+ if (opt_SNEAK_ATTACK) {
getsect(def->x, def->y, §);
- if ((issneak != AT_WAR) && (def->own) && (def->own != player->cnum) &&
- (sect.sct_oldown != player->cnum) && (issneak != SITZKRIEG) &&
- (issneak != MOBILIZATION)) {
- pr("You're not at war with them!\n");
- if (!confirm("Do you really want to sneak attack (it will cost you $5000) [yn]? ")){
- pr("Sneak attack cancelled!\n");
+ if ((issneak != AT_WAR) && (def->own)
+ && (def->own != player->cnum)
+ && (sect.sct_oldown != player->cnum)
+ && (issneak != SITZKRIEG) && (issneak != MOBILIZATION)) {
+ pr("You're not at war with them!\n");
+ if (!confirm
+ ("Do you really want to sneak attack (it will cost you $5000) [yn]? "))
+ {
+ pr("Sneak attack cancelled!\n");
+ return abort_attack();
+ }
+ }
+ if ((issneak != AT_WAR) && (def->own)
+ && (def->own != player->cnum)
+ && (sect.sct_oldown != player->cnum)
+ && ((issneak == MOBILIZATION) || (issneak == SITZKRIEG))) {
+ pr("You're not at war with them!\n");
return abort_attack();
- }
}
- if ((issneak != AT_WAR) && (def->own) && (def->own != player->cnum) &&
- (sect.sct_oldown != player->cnum) && ((issneak == MOBILIZATION) ||
- (issneak == SITZKRIEG))) {
- pr("You're not at war with them!\n");
- return abort_attack();
- }
- } else {
+ } else {
if ((issneak != AT_WAR) && (def->own) &&
(sect.sct_oldown != player->cnum)) {
- pr("You're not at war with them!\n");
- return abort_attack();
- }
- }
+ pr("You're not at war with them!\n");
+ return abort_attack();
+ }
}
- return 0;
+ }
+ return 0;
}
/*
static int
board_abort(struct combat *off, struct combat *def)
{
- struct shpstr aship, dship; /* for tech levels */
- struct sctstr sect;
-
- if (att_get_combat(def, 1) < 0)
- return abort_attack();
+ struct shpstr aship, dship; /* for tech levels */
+ struct sctstr sect;
- if (!off)
- return 0;
+ if (att_get_combat(def, 1) < 0)
+ return abort_attack();
- if (att_get_combat(off, 0) < 0)
- return abort_attack();
+ if (!off)
+ return 0;
- if (off->x != def->x || off->y != def->y) {
- pr("Ship #%d is not in the same sector!\n", def->shp_uid);
+ if (att_get_combat(off, 0) < 0)
+ return abort_attack();
+
+ if (off->x != def->x || off->y != def->y) {
+ pr("Ship #%d is not in the same sector!\n", def->shp_uid);
+ return abort_attack();
+ }
+ if (off->type == EF_SHIP) {
+ if (off->mob <= 0) {
+ pr("%s has no mobility!\n", prcom(0, off));
return abort_attack();
}
- if (off->type == EF_SHIP) {
- if (off->mob <= 0) {
- pr("%s has no mobility!\n", prcom(0, off));
- return abort_attack();
- }
- getship(off->shp_uid, &aship);
- getship(def->shp_uid, &dship);
- if (techfact(aship.shp_tech, 1.0) *
- aship.shp_speed * off->eff <=
- techfact(dship.shp_tech, 1.0) *
- dship.shp_speed * def->eff) {
- pr("Victim ship moves faster than you do!\n");
- if (def->own)
- wu(0, def->own,
- "%s (#%d) %s failed to catch %s\n",
- cname(aship.shp_own), aship.shp_own,
- pr_com(0, off, def->own),
- pr_com(0, def, def->own));
- return abort_attack();
- }
- } else if (off->type != EF_SECTOR) {
- pr("Please tell the deity that you got the 'banana boat' error\n");
- return abort_attack();
+ getship(off->shp_uid, &aship);
+ getship(def->shp_uid, &dship);
+ if (techfact(aship.shp_tech, 1.0) *
+ aship.shp_speed * off->eff <=
+ techfact(dship.shp_tech, 1.0) * dship.shp_speed * def->eff) {
+ pr("Victim ship moves faster than you do!\n");
+ if (def->own)
+ wu(0, def->own,
+ "%s (#%d) %s failed to catch %s\n",
+ cname(aship.shp_own), aship.shp_own,
+ pr_com(0, off, def->own), pr_com(0, def, def->own));
+ return abort_attack();
}
- if (def->shp_mcp->m_flags & M_SUB) {
- getsect(def->x, def->y, §);
- if (sect.sct_type == SCT_WATER) {
- pr("You can't board a submarine!\n");
- return abort_attack();
- }
+ } else if (off->type != EF_SECTOR) {
+ pr("Please tell the deity that you got the 'banana boat' error\n");
+ return abort_attack();
+ }
+ if (def->shp_mcp->m_flags & M_SUB) {
+ getsect(def->x, def->y, §);
+ if (sect.sct_type == SCT_WATER) {
+ pr("You can't board a submarine!\n");
+ return abort_attack();
}
- return 0;
+ }
+ return 0;
}
/*
static int
land_board_abort(struct combat *off, struct combat *def)
{
- if (att_get_combat(def, 1) < 0)
- return abort_attack();
+ if (att_get_combat(def, 1) < 0)
+ return abort_attack();
- if (!off)
- return 0;
+ if (!off)
+ return 0;
- if (att_get_combat(off, 0) < 0)
- return abort_attack();
+ if (att_get_combat(off, 0) < 0)
+ return abort_attack();
- if (off->x != def->x || off->y != def->y) {
- pr("Land unit #%d is not in the same sector!\n", def->lnd_uid);
- return abort_attack();
- }
+ if (off->x != def->x || off->y != def->y) {
+ pr("Land unit #%d is not in the same sector!\n", def->lnd_uid);
+ return abort_attack();
+ }
- return 0;
+ return 0;
}
/* If we are boarding, then the defending ship gets a chance to fire back */
int
att_approach(struct combat *off, struct combat *def)
{
- int dam;
- struct sctstr sect;
- struct shpstr ship;
-
- pr("Approaching %s...\n", prcom(0, def));
- if (def->own)
- wu(0, def->own,
- "%s is being approached by %s...\n",
- pr_com(0, def, def->own),
- pr_com(0, off, def->own));
- if (!(dam = shipdef(player->cnum, def->own, def->x, def->y)))
- return 0;
-
- pr("They're firing at us sir!\n");
- if (def->own) {
- wu(0, def->own,
- "Your fleet at %s does %d damage to %s\n",
- xyas(def->x, def->y, def->own),
- dam,
- pr_com(0, off, def->own));
- }
- if (off->type == EF_SECTOR) {
- getsect(off->x, off->y, §);
- sectdamage(§, dam, 0);
- putsect(§);
- pr("Enemy fleet at %s does %d damage to %s\n",
- xyas(def->x, def->y, player->cnum),
- dam, prcom(0, off));
- } else if (off->type == EF_SHIP) {
- getship(off->shp_uid, &ship);
- shipdamage(&ship, dam);
- putship(off->shp_uid, &ship);
- if (def->own && ship.shp_effic < SHIP_MINEFF) {
- wu(0, def->own,
- "%s sunk!\n", pr_com(0, off, def->own));
- nreport(player->cnum, N_SHP_LOSE, def->own, 1);
- }
- }
- if (att_get_combat(off, 0) < 0)
- return abort_attack();
+ int dam;
+ struct sctstr sect;
+ struct shpstr ship;
+
+ pr("Approaching %s...\n", prcom(0, def));
+ if (def->own)
+ wu(0, def->own,
+ "%s is being approached by %s...\n",
+ pr_com(0, def, def->own), pr_com(0, off, def->own));
+ if (!(dam = shipdef(player->cnum, def->own, def->x, def->y)))
return 0;
+
+ pr("They're firing at us sir!\n");
+ if (def->own) {
+ wu(0, def->own,
+ "Your fleet at %s does %d damage to %s\n",
+ xyas(def->x, def->y, def->own), dam, pr_com(0, off, def->own));
+ }
+ if (off->type == EF_SECTOR) {
+ getsect(off->x, off->y, §);
+ sectdamage(§, dam, 0);
+ putsect(§);
+ pr("Enemy fleet at %s does %d damage to %s\n",
+ xyas(def->x, def->y, player->cnum), dam, prcom(0, off));
+ } else if (off->type == EF_SHIP) {
+ getship(off->shp_uid, &ship);
+ shipdamage(&ship, dam);
+ putship(off->shp_uid, &ship);
+ if (def->own && ship.shp_effic < SHIP_MINEFF) {
+ wu(0, def->own, "%s sunk!\n", pr_com(0, off, def->own));
+ nreport(player->cnum, N_SHP_LOSE, def->own, 1);
+ }
+ }
+ if (att_get_combat(off, 0) < 0)
+ return abort_attack();
+ return 0;
}
/* The attack is valid. Tell the attacker about what they're going to hit */
if (map_set(player->cnum, def->x, def->y, def->sct_dcp->d_mnem, 0))
writemap(player->cnum);
} else if (def->type == EF_SHIP || def->type == EF_LAND) {
- if (def->type == EF_SHIP) {
+ if (def->type == EF_SHIP) {
if (!trechk(player->cnum, def->own, SEAATT))
return abort_attack();
} else {
if (!trechk(player->cnum, def->own, LNDATT))
return abort_attack();
}
- pr("%s is about %d%% efficient and has approximately %d mil on board.\n",
- prcom(0, def),
- roundintby((int)def->eff, 10),
- roundintby(def->troops, 10));
+ pr("%s is about %d%% efficient and has approximately %d mil on board.\n", prcom(0, def), roundintby((int)def->eff, 10), roundintby(def->troops, 10));
}
/* Ok, everything is fine */
return 0;
/* Attack and assault ask the user which kind of support they want */
int
-att_ask_support(int offset, int *fortp, int *shipp, int *landp, int *planep)
+att_ask_support(int offset, int *fortp, int *shipp, int *landp,
+ int *planep)
{
- s_char buf[1024];
- s_char *p;
- *fortp = *shipp = *landp = *planep = 1;
-
- if (player->argp[offset] != (s_char *)0){
- if ((player->argp[offset+1] == (s_char *)0) ||
- (player->argp[offset+2] == (s_char *)0) ||
- (player->argp[offset+3] == (s_char *)0)){
- pr("If any support arguments are used, all must be!\n");
- return RET_SYN;
- }
-
- *fortp=*shipp=0;
- *landp=*planep=0;
-
- if (!(p = getstarg(player->argp[offset], "Use fort support? ", buf)))
- return RET_SYN;
-
- if ((*p == 'y') || (*p == 'Y'))
- *fortp = 1;
-
- if (!(p = getstarg(player->argp[offset+1], "Use ship support? ", buf)))
- return RET_SYN;
-
- if ((*p == 'y') || (*p == 'Y'))
- *shipp = 1;
-
- if (!(p = getstarg(player->argp[offset+2], "Use land support? ", buf)))
- return RET_SYN;
-
- if ((*p == 'y') || (*p == 'Y'))
- *landp = 1;
-
- if (!(p = getstarg(player->argp[offset+3], "Use plane support? ", buf)))
- return RET_SYN;
-
- if ((*p == 'y') || (*p == 'Y'))
- *planep = 1;
- }
- return RET_OK;
+ s_char buf[1024];
+ s_char *p;
+ *fortp = *shipp = *landp = *planep = 1;
+
+ if (player->argp[offset] != (s_char *)0) {
+ if ((player->argp[offset + 1] == (s_char *)0) ||
+ (player->argp[offset + 2] == (s_char *)0) ||
+ (player->argp[offset + 3] == (s_char *)0)) {
+ pr("If any support arguments are used, all must be!\n");
+ return RET_SYN;
+ }
+
+ *fortp = *shipp = 0;
+ *landp = *planep = 0;
+
+ if (!
+ (p =
+ getstarg(player->argp[offset], "Use fort support? ", buf)))
+ return RET_SYN;
+
+ if ((*p == 'y') || (*p == 'Y'))
+ *fortp = 1;
+
+ if (!
+ (p =
+ getstarg(player->argp[offset + 1], "Use ship support? ",
+ buf)))
+ return RET_SYN;
+
+ if ((*p == 'y') || (*p == 'Y'))
+ *shipp = 1;
+
+ if (!
+ (p =
+ getstarg(player->argp[offset + 2], "Use land support? ",
+ buf)))
+ return RET_SYN;
+
+ if ((*p == 'y') || (*p == 'Y'))
+ *landp = 1;
+
+ if (!
+ (p =
+ getstarg(player->argp[offset + 3], "Use plane support? ",
+ buf)))
+ return RET_SYN;
+
+ if ((*p == 'y') || (*p == 'Y'))
+ *planep = 1;
+ }
+ return RET_OK;
}
/*
*/
int
-att_ask_offense(int combat_mode, struct combat *off, struct combat *def, struct emp_qelem *olist, int *a_spyp, int *a_engineerp)
+att_ask_offense(int combat_mode, struct combat *off, struct combat *def,
+ struct emp_qelem *olist, int *a_spyp, int *a_engineerp)
{
- int n;
- s_char land_answer[1024];
-
- emp_initque(olist);
- if (att_abort(combat_mode, off, def))
- return 0;
- bzero(land_answer, sizeof(land_answer));
- for (n = 0; n <= off->last; ++n) {
- off[n].troops = ask_off(combat_mode, off + n, def);
- if (att_abort(combat_mode, off, def))
- return 0;
- ask_olist(combat_mode, off + n, def, olist, land_answer,
- a_spyp, a_engineerp);
- if (att_abort(combat_mode, off, def))
- return 0;
- }
+ int n;
+ s_char land_answer[1024];
+
+ emp_initque(olist);
+ if (att_abort(combat_mode, off, def))
return 0;
+ bzero(land_answer, sizeof(land_answer));
+ for (n = 0; n <= off->last; ++n) {
+ off[n].troops = ask_off(combat_mode, off + n, def);
+ if (att_abort(combat_mode, off, def))
+ return 0;
+ ask_olist(combat_mode, off + n, def, olist, land_answer,
+ a_spyp, a_engineerp);
+ if (att_abort(combat_mode, off, def))
+ return 0;
+ }
+ return 0;
}
/* How many mil is off allowed to attack with when it attacks def? */
static int
get_mob_support(int combat_mode, struct combat *off, struct combat *def)
{
- int mob_support;
-
- switch (combat_mode) {
- case A_ATTACK:
- mob_support = off->mob / sector_mcost(getsectp(def->x, def->y),
- MOB_ROAD);
- if (mob_support < 0)
- mob_support = 0;
+ int mob_support;
+
+ switch (combat_mode) {
+ case A_ATTACK:
+ mob_support = off->mob / sector_mcost(getsectp(def->x, def->y),
+ MOB_ROAD);
+ if (mob_support < 0)
+ mob_support = 0;
/* mob_support = off->mob / sector_mcost(def->sct_type, def->eff);*/
- if (mob_support < off->troops)
- pr("Sector %s has %d mobility which can only support %d mil,\n",
- xyas(off->x, off->y, player->cnum),
- off->mob,
- mob_support);
- else
- mob_support = off->troops;
- return mob_support;
- case A_ASSAULT:
- if (def->own != player->cnum && def->mil) {
- if (off->shp_mcp->m_flags & M_SEMILAND)
- return off->troops/4;
- else if (!(off->shp_mcp->m_flags & M_LAND))
- return off->troops/10;
- }
- break;
- case A_BOARD:
- if (off->type == EF_SECTOR && off->mob <= 0)
- return 0;
- mob_support = vl_find(V_MILIT, def->shp_mcp->m_vtype,
- def->shp_mcp->m_vamt,def->shp_mcp->m_nv);
- if (mob_support < off->troops)
- pr("The size of the ship you are trying to board limits your party to %d mil,\n", mob_support);
- else
- mob_support = off->troops;
- return mob_support;
- case A_LBOARD:
- if (off->mob <= 0)
- return 0;
- if (def->lnd_lcp->l_flags & L_SPY)
- return 1;
- mob_support = vl_find(V_MILIT, def->lnd_lcp->l_vtype,
- def->lnd_lcp->l_vamt,def->lnd_lcp->l_nv);
- if (mob_support < off->troops)
- pr("The size of the unit you are trying to board limits your party to %d mil,\n", mob_support);
- else
- mob_support = off->troops;
- return mob_support;
- }
- return off->troops;
+ if (mob_support < off->troops)
+ pr("Sector %s has %d mobility which can only support %d mil,\n", xyas(off->x, off->y, player->cnum), off->mob, mob_support);
+ else
+ mob_support = off->troops;
+ return mob_support;
+ case A_ASSAULT:
+ if (def->own != player->cnum && def->mil) {
+ if (off->shp_mcp->m_flags & M_SEMILAND)
+ return off->troops / 4;
+ else if (!(off->shp_mcp->m_flags & M_LAND))
+ return off->troops / 10;
+ }
+ break;
+ case A_BOARD:
+ if (off->type == EF_SECTOR && off->mob <= 0)
+ return 0;
+ mob_support = vl_find(V_MILIT, def->shp_mcp->m_vtype,
+ def->shp_mcp->m_vamt, def->shp_mcp->m_nv);
+ if (mob_support < off->troops)
+ pr("The size of the ship you are trying to board limits your party to %d mil,\n", mob_support);
+ else
+ mob_support = off->troops;
+ return mob_support;
+ case A_LBOARD:
+ if (off->mob <= 0)
+ return 0;
+ if (def->lnd_lcp->l_flags & L_SPY)
+ return 1;
+ mob_support = vl_find(V_MILIT, def->lnd_lcp->l_vtype,
+ def->lnd_lcp->l_vamt, def->lnd_lcp->l_nv);
+ if (mob_support < off->troops)
+ pr("The size of the unit you are trying to board limits your party to %d mil,\n", mob_support);
+ else
+ mob_support = off->troops;
+ return mob_support;
+ }
+ return off->troops;
}
/*
*/
static void
-calc_mobcost(int combat_mode, struct combat *off, struct combat *def, int attacking_mil)
+calc_mobcost(int combat_mode, struct combat *off, struct combat *def,
+ int attacking_mil)
{
- struct shpstr ship;
+ struct shpstr ship;
- if (!attacking_mil)
- return;
- switch (combat_mode) {
- case A_ATTACK:
- off->mobcost +=
- max(1, (int)(attacking_mil * sector_mcost(getsectp(def->x, def->y), MOB_ROAD)));
- break;
- case A_LBOARD:
+ if (!attacking_mil)
+ return;
+ switch (combat_mode) {
+ case A_ATTACK:
+ off->mobcost +=
+ max(1,
+ (int)(attacking_mil *
+ sector_mcost(getsectp(def->x, def->y), MOB_ROAD)));
+ break;
+ case A_LBOARD:
+ off->mobcost += max(1, attacking_mil / 5);
+ break;
+ case A_BOARD:
+ switch (off->type) {
+ case EF_SECTOR:
off->mobcost += max(1, attacking_mil / 5);
break;
- case A_BOARD:
- switch (off->type) {
- case EF_SECTOR:
- off->mobcost += max(1, attacking_mil / 5);
- break;
- case EF_SHIP:
- /* the 2 in the formula below is a fudge factor */
- getship(def->shp_uid, &ship);
- off->mobcost += (def->eff / 100) *
- (ship.shp_speed / 2);
- }
+ case EF_SHIP:
+ /* the 2 in the formula below is a fudge factor */
+ getship(def->shp_uid, &ship);
+ off->mobcost += (def->eff / 100) * (ship.shp_speed / 2);
}
+ }
}
/* How many mil to we want to attack from off against def? */
static int
ask_off(int combat_mode, struct combat *off, struct combat *def)
{
- int attacking_mil;
- int mob_support;
- s_char prompt[512];
+ int attacking_mil;
+ int mob_support;
+ s_char prompt[512];
- if (att_get_combat(off, 0) <= 0)
- return 0;
- if ((off->type == EF_SECTOR) && (off->own != player->cnum))
- return 0;
- if ((mob_support = get_mob_support(combat_mode, off, def)) <= 0)
- return 0;
- if (off->type == EF_SECTOR) {
- if (off->own != player->cnum)
- return 0;
- sprintf(prompt, "Number of mil from %s at %s (max %d) : ",
- off->sct_dcp->d_name,
- xyas(off->x, off->y, player->cnum), mob_support);
- } else {
- sprintf(prompt, "Number of mil from %s (max %d) : ",
- prcom(0, off), mob_support);
- }
- if ((attacking_mil = onearg(0, prompt)) < 0)
- abort_attack();
- if (att_abort(combat_mode, off, def))
- return 0;
- if (att_get_combat(off, 0) <= 0)
- return 0;
- if ((attacking_mil = min(attacking_mil, min(mob_support, off->troops))) <= 0)
- return 0;
-
- calc_mobcost(combat_mode, off, def, attacking_mil);
- return attacking_mil;
+ if (att_get_combat(off, 0) <= 0)
+ return 0;
+ if ((off->type == EF_SECTOR) && (off->own != player->cnum))
+ return 0;
+ if ((mob_support = get_mob_support(combat_mode, off, def)) <= 0)
+ return 0;
+ if (off->type == EF_SECTOR) {
+ if (off->own != player->cnum)
+ return 0;
+ sprintf(prompt, "Number of mil from %s at %s (max %d) : ",
+ off->sct_dcp->d_name,
+ xyas(off->x, off->y, player->cnum), mob_support);
+ } else {
+ sprintf(prompt, "Number of mil from %s (max %d) : ",
+ prcom(0, off), mob_support);
+ }
+ if ((attacking_mil = onearg(0, prompt)) < 0)
+ abort_attack();
+ if (att_abort(combat_mode, off, def))
+ return 0;
+ if (att_get_combat(off, 0) <= 0)
+ return 0;
+ if ((attacking_mil =
+ min(attacking_mil, min(mob_support, off->troops))) <= 0)
+ return 0;
+
+ calc_mobcost(combat_mode, off, def, attacking_mil);
+ return attacking_mil;
}
/*
static s_char
att_prompt(s_char *prompt, s_char army)
{
- s_char buf[1024];
- s_char *p = buf;
-
- if (army == ' ')
- army = '~';
- *buf = -2;
- while (!p ||
- (*p != 'y' &&
- *p != 'n' &&
- *p != 'Y' &&
- *p != 'N')) {
- if (p && *p == 'q') {
- abort_attack();
- return 'N';
- }
- if (!p || !*p)
- return 'n';
- if (p && *p != -2)
- pr("y - yes this unit\nn - no this unit\nY - yes to all units in army '%c'\nN - no to all units in army '%c'\nq - quit\n? - this help message\n\n", army, army);
- p = getstring(prompt, buf);
- if (player->aborted) {
- buf[0] = 'N';
- p = buf;
- }
+ s_char buf[1024];
+ s_char *p = buf;
+
+ if (army == ' ')
+ army = '~';
+ *buf = -2;
+ while (!p || (*p != 'y' && *p != 'n' && *p != 'Y' && *p != 'N')) {
+ if (p && *p == 'q') {
+ abort_attack();
+ return 'N';
+ }
+ if (!p || !*p)
+ return 'n';
+ if (p && *p != -2)
+ pr("y - yes this unit\nn - no this unit\nY - yes to all units in army '%c'\nN - no to all units in army '%c'\nq - quit\n? - this help message\n\n", army, army);
+ p = getstring(prompt, buf);
+ if (player->aborted) {
+ buf[0] = 'N';
+ p = buf;
}
- return *p;
+ }
+ return *p;
}
/* Ask the attacker which units they want to attack/assault/board with */
static void
-ask_olist(int combat_mode, struct combat *off, struct combat *def, struct emp_qelem *olist, s_char *land_answer, int *a_spyp, int *a_engineerp)
+ask_olist(int combat_mode, struct combat *off, struct combat *def,
+ struct emp_qelem *olist, s_char *land_answer, int *a_spyp,
+ int *a_engineerp)
{
- struct nstr_item ni;
- struct lndstr land;
- double mobcost;
- struct llist *llp;
- struct lchrstr *lcp;
- int att_val;
- int count = 0;
- int maxland = 0;
- int first_time = 1;
- s_char prompt[512];
-
- if (def->type == EF_LAND)
- return;
- if (def->type == EF_SHIP)
- maxland = def->shp_mcp->m_nland;
+ struct nstr_item ni;
+ struct lndstr land;
+ double mobcost;
+ struct llist *llp;
+ struct lchrstr *lcp;
+ int att_val;
+ int count = 0;
+ int maxland = 0;
+ int first_time = 1;
+ s_char prompt[512];
+
+ if (def->type == EF_LAND)
+ return;
+ if (def->type == EF_SHIP)
+ maxland = def->shp_mcp->m_nland;
+
+ snxtitem_xy(&ni, EF_LAND, off->x, off->y);
+ while (nxtitem(&ni, (s_char *)&land)) {
+ if (land.lnd_own != player->cnum)
+ continue;
+ if (land.lnd_effic < LAND_MINEFF)
+ continue;
+ if (land_answer[(int)land.lnd_army] == 'N')
+ continue;
+ if (!lnd_can_attack(&land))
+ continue;
+ lcp = &lchr[(int)land.lnd_type];
+
+ if (def->type == EF_SHIP && !maxland) {
+ pr("Land units are not able to board this kind of ship\n");
+ return;
+ }
+ if (land.lnd_mobil <= 0) {
+ pr("%s is out of mobility, and cannot %s\n",
+ prland(&land), att_mode[combat_mode]);
+ continue;
+ }
+
+ if (opt_MARKET) {
+ if (ontradingblock(EF_LAND, (int *)&land)) {
+ pr("%s is on the trading block, and cannot %s\n",
+ prland(&land), att_mode[combat_mode]);
+ continue;
+ }
+ }
- snxtitem_xy(&ni,EF_LAND,off->x,off->y);
- while(nxtitem(&ni,(s_char *)&land)){
- if (land.lnd_own != player->cnum)
- continue;
- if (land.lnd_effic < LAND_MINEFF)
- continue;
- if (land_answer[(int)land.lnd_army] == 'N')
- continue;
- if (!lnd_can_attack(&land))
- continue;
- lcp = &lchr[(int)land.lnd_type];
+ if (off->type == EF_SECTOR && land.lnd_ship >= 0) {
+ pr("%s is on ship #%d, and cannot %s\n",
+ prland(&land), land.lnd_ship, att_mode[combat_mode]);
+ continue;
+ } else if (off->type == EF_SHIP) {
+ if (land.lnd_ship != off->shp_uid)
+ continue;
+ } else if (land.lnd_land >= 0) {
+ pr("%s is on unit #%d, and cannot %s\n",
+ prland(&land), land.lnd_land, att_mode[combat_mode]);
+ continue;
+ }
+ switch (combat_mode) {
+ case A_ATTACK:
+ mobcost =
+ lnd_mobcost(&land, getsectp(def->x, def->y), MOB_NONE);
+ if (land.lnd_mobil < mobcost) {
+ pr("%s does not have enough mobility (%d needed)\n",
+ prland(&land), (int)mobcost + 1);
+ continue;
+ }
+ break;
+ case A_ASSAULT:
+ case A_BOARD:
+ mobcost = 0;
+ if (!(lcp->l_flags & L_ASSAULT))
+ continue;
+ }
+ att_val = attack_val(combat_mode, &land);
+ if (!att_val) {
+ pr("%s has no offensive strength\n", prland(&land));
+ continue;
+ }
+ resupply_all(&land);
+ putland(land.lnd_uid, &land);
+ if (!has_supply(&land)) {
+ pr("%s is out of supply, and cannot %s\n",
+ prland(&land), att_mode[combat_mode]);
+ continue;
+ }
+ if (def->type == EF_SHIP && first_time) {
+ first_time = 0;
+ pr("You may board with a maximum of %d land units\n", maxland);
+ }
+ pr("%s has a base %s value of %d\n",
+ prland(&land), att_mode[combat_mode], att_val);
+ if (land_answer[(int)land.lnd_army] != 'Y') {
+ sprintf(prompt,
+ "%s with %s %s (%c %d%%) [ynYNq?] ",
+ att_mode[combat_mode],
+ prland(&land),
+ prcom(1, off),
+ land.lnd_army == ' ' ? '~' : land.lnd_army,
+ land.lnd_effic);
+ land_answer[(int)land.lnd_army] =
+ att_prompt(prompt, land.lnd_army);
+ if (att_abort(combat_mode, off, def))
+ return;
+ if (land_answer[(int)land.lnd_army] != 'y' &&
+ land_answer[(int)land.lnd_army] != 'Y')
+ continue;
+ }
+ if (!(llp = (struct llist *)malloc(sizeof(struct llist)))) {
+ logerror("Malloc failed in attack!\n");
+ abort_attack();
+ return;
+ }
+ bzero((s_char *)llp, sizeof(struct llist));
+ emp_insque(&llp->queue, olist);
+ llp->mobil = mobcost;
+ if (!get_land(combat_mode, def, land.lnd_uid, llp, 0))
+ continue;
+ if (lnd_spyval(&land) > *a_spyp)
+ *a_spyp = lnd_spyval(&land);
+ if (llp->lcp->l_flags & L_ENGINEER)
+ ++(*a_engineerp);
+ if (def->type == EF_SHIP && ++count >= maxland)
+ break;
+ }
+}
- if (def->type == EF_SHIP && !maxland) {
- pr("Land units are not able to board this kind of ship\n");
- return;
- }
- if (land.lnd_mobil <= 0) {
- pr("%s is out of mobility, and cannot %s\n",
- prland(&land),
- att_mode[combat_mode]);
- continue;
- }
+/* What's the offense or defense multiplier? */
- if (opt_MARKET) {
- if (ontradingblock(EF_LAND, (int *)&land)) {
- pr("%s is on the trading block, and cannot %s\n",
- prland(&land), att_mode[combat_mode]);
- continue;
- }
- }
-
- if (off->type == EF_SECTOR && land.lnd_ship >= 0) {
- pr("%s is on ship #%d, and cannot %s\n",
- prland(&land), land.lnd_ship,
- att_mode[combat_mode]);
- continue;
- } else if (off->type == EF_SHIP) {
- if (land.lnd_ship != off->shp_uid)
- continue;
- } else if (land.lnd_land >= 0) {
- pr("%s is on unit #%d, and cannot %s\n",
- prland(&land), land.lnd_land, att_mode[combat_mode]);
- continue;
- }
- switch (combat_mode) {
- case A_ATTACK:
- mobcost = lnd_mobcost(&land, getsectp(def->x, def->y), MOB_NONE);
- if (land.lnd_mobil < mobcost) {
- pr("%s does not have enough mobility (%d needed)\n",
- prland(&land),
- (int)mobcost + 1);
- continue;
- }
- break;
- case A_ASSAULT:
- case A_BOARD:
- mobcost = 0;
- if (!(lcp->l_flags & L_ASSAULT))
- continue;
- }
- att_val = attack_val(combat_mode, &land);
- if (!att_val) {
- pr("%s has no offensive strength\n",
- prland(&land));
- continue;
- }
- resupply_all(&land);
- putland(land.lnd_uid,&land);
- if (!has_supply(&land)){
- pr("%s is out of supply, and cannot %s\n",
- prland(&land), att_mode[combat_mode]);
- continue;
- }
- if (def->type == EF_SHIP && first_time) {
- first_time = 0;
- pr("You may board with a maximum of %d land units\n", maxland);
- }
- pr("%s has a base %s value of %d\n",
- prland(&land),
- att_mode[combat_mode],
- att_val);
- if (land_answer[(int)land.lnd_army] != 'Y') {
- sprintf(prompt,
- "%s with %s %s (%c %d%%) [ynYNq?] ",
- att_mode[combat_mode],
- prland(&land),
- prcom(1, off),
- land.lnd_army==' '?'~':land.lnd_army,
- land.lnd_effic);
- land_answer[(int)land.lnd_army] =
- att_prompt(prompt, land.lnd_army);
- if (att_abort(combat_mode, off, def))
- return;
- if (land_answer[(int)land.lnd_army] != 'y' &&
- land_answer[(int)land.lnd_army] != 'Y')
- continue;
- }
- if (!(llp = (struct llist *)malloc(sizeof(struct llist)))) {
- logerror("Malloc failed in attack!\n");
- abort_attack();
- return;
- }
- bzero((s_char *)llp,sizeof(struct llist));
- emp_insque(&llp->queue,olist);
- llp->mobil = mobcost;
- if (!get_land(combat_mode, def, land.lnd_uid, llp, 0))
- continue;
- if (lnd_spyval(&land) > *a_spyp)
- *a_spyp = lnd_spyval(&land);
- if (llp->lcp->l_flags & L_ENGINEER)
- ++(*a_engineerp);
- if (def->type == EF_SHIP && ++count >= maxland)
- break;
- }
-}
-
-/* What's the offense or defense multiplier? */
-
-double
-att_combat_eff(struct combat *com)
-{
- double eff = 1.0;
- double str;
- double sector_strength(struct sctstr *sp);
- struct shpstr ship;
-
- if (com->type == EF_SECTOR) {
- eff = com->eff / 100.0;
- if (com->own == player->cnum) {
- str = com->sct_dcp->d_ostr;
- eff = 1.0 + ((str - 1.0) * eff);
- } else
- eff = sector_strength(getsectp(com->x, com->y));
-/* str = com->sct_dcp->d_dstr;*/
- } else if (com->type == EF_SHIP && com->own != player->cnum) {
- getship(com->shp_uid, &ship);
- eff = (1.0 + ship.shp_armor / 100.0);
- }
- return eff;
-}
+double
+att_combat_eff(struct combat *com)
+{
+ double eff = 1.0;
+ double str;
+ double sector_strength(struct sctstr *sp);
+ struct shpstr ship;
+
+ if (com->type == EF_SECTOR) {
+ eff = com->eff / 100.0;
+ if (com->own == player->cnum) {
+ str = com->sct_dcp->d_ostr;
+ eff = 1.0 + ((str - 1.0) * eff);
+ } else
+ eff = sector_strength(getsectp(com->x, com->y));
+/* str = com->sct_dcp->d_dstr;*/
+ } else if (com->type == EF_SHIP && com->own != player->cnum) {
+ getship(com->shp_uid, &ship);
+ eff = (1.0 + ship.shp_armor / 100.0);
+ }
+ return eff;
+}
/*
* Estimate the defense strength and give the attacker a chance to abort
*/
int
-att_estimate_defense(int combat_mode, struct combat *off, struct emp_qelem *olist, struct combat *def, int a_spy)
+att_estimate_defense(int combat_mode, struct combat *off,
+ struct emp_qelem *olist, struct combat *def,
+ int a_spy)
{
- int ototal;
- int estimate;
- int odds;
-
- /*
- * Get the attacker units & mil again in case they changed while the
- * attacker was answering sub-prompts.
- */
-
- ototal = get_ototal(combat_mode, off, olist, 1.0, 1);
- if (att_empty_attack(combat_mode, ototal, def))
- return abort_attack();
- if (combat_mode == A_PARA)
- return ototal;
- pr("\n Initial attack strength: %8d\n", ototal);
+ int ototal;
+ int estimate;
+ int odds;
+
+ /*
+ * Get the attacker units & mil again in case they changed while the
+ * attacker was answering sub-prompts.
+ */
+
+ ototal = get_ototal(combat_mode, off, olist, 1.0, 1);
+ if (att_empty_attack(combat_mode, ototal, def))
+ return abort_attack();
+ if (combat_mode == A_PARA)
+ return ototal;
+ pr("\n Initial attack strength: %8d\n", ototal);
- estimate = att_combat_eff(def) * roundintby(def->troops, 10);
- estimate += att_combat_eff(def) * get_dlist(def, 0, a_spy, 0);
+ estimate = att_combat_eff(def) * roundintby(def->troops, 10);
+ estimate += att_combat_eff(def) * get_dlist(def, 0, a_spy, 0);
- /*
- * Calculate the initial (pre-support) attack odds. If they're less
- * than 50%, ask for a confirmation.
- */
+ /*
+ * Calculate the initial (pre-support) attack odds. If they're less
+ * than 50%, ask for a confirmation.
+ */
- odds = (int)(att_calcodds(ototal,estimate) * 100);
+ odds = (int)(att_calcodds(ototal, estimate) * 100);
/*
if (odds < 50) {
return abort_attack();
}
*/
- return ototal;
+ return ototal;
}
/* Get the defensive units and reacting units */
int
-att_get_defense(struct emp_qelem *olist, struct combat *def, struct emp_qelem *dlist, int a_spy, int ototal)
+att_get_defense(struct emp_qelem *olist, struct combat *def,
+ struct emp_qelem *dlist, int a_spy, int ototal)
{
- int d_spy = 0;
- struct emp_qelem *qp;
- struct llist *llp;
- int dtotal;
- int old_dtotal;
+ int d_spy = 0;
+ struct emp_qelem *qp;
+ struct llist *llp;
+ int dtotal;
+ int old_dtotal;
- emp_initque(dlist);
- get_dlist(def, dlist, 0, &d_spy);
- dtotal = get_dtotal(def,dlist,1.0,0);
+ emp_initque(dlist);
+ get_dlist(def, dlist, 0, &d_spy);
+ dtotal = get_dtotal(def, dlist, 1.0, 0);
- /*
- * Call in reacting units
- */
+ /*
+ * Call in reacting units
+ */
- if (def->type == EF_SECTOR && def->sct_type != SCT_MOUNT)
- att_reacting_units(def, dlist, a_spy, &d_spy, ototal);
+ if (def->type == EF_SECTOR && def->sct_type != SCT_MOUNT)
+ att_reacting_units(def, dlist, a_spy, &d_spy, ototal);
- for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
- llp = (struct llist *)qp;
- intelligence_report(def->own, &llp->land, d_spy,
- "Scouts report attacking unit:");
- }
+ for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
+ llp = (struct llist *)qp;
+ intelligence_report(def->own, &llp->land, d_spy,
+ "Scouts report attacking unit:");
+ }
- old_dtotal = dtotal;
- dtotal = get_dtotal(def,dlist,1.0,0);
- if (dtotal != old_dtotal)
- pr("Defense strength with reacting units: %8d\n", dtotal);
+ old_dtotal = dtotal;
+ dtotal = get_dtotal(def, dlist, 1.0, 0);
+ if (dtotal != old_dtotal)
+ pr("Defense strength with reacting units: %8d\n", dtotal);
- return dtotal;
+ return dtotal;
}
/* Get the defensive land units in the sector or on the ship */
static int
-get_dlist(struct combat *def, struct emp_qelem *list, int a_spy, int *d_spyp)
+get_dlist(struct combat *def, struct emp_qelem *list, int a_spy,
+ int *d_spyp)
{
- struct nstr_item ni;
- struct llist *llp;
- struct lndstr land;
- int estimate = 0;
+ struct nstr_item ni;
+ struct llist *llp;
+ struct lndstr land;
+ int estimate = 0;
/* In here is where you need to take out spies and trains from the defending
lists. Spies try to hide, trains get trapped and can be boarded. */
- snxtitem_xy(&ni,EF_LAND,def->x,def->y);
- while(nxtitem(&ni,(s_char *)&land)){
- if (!land.lnd_own)
- continue;
- if (land.lnd_own != def->own)
- continue;
- if (def->type == EF_SECTOR && land.lnd_ship >= 0)
- continue;
- if (def->type == EF_SECTOR && land.lnd_land >= 0)
- continue;
- if (def->type == EF_SHIP && land.lnd_ship != def->shp_uid)
- continue;
- if (def->type == EF_LAND && land.lnd_land != def->lnd_uid)
- continue;
- if (!list) { /* Just estimating the enemy strength */
- estimate += intelligence_report(player->cnum,
- &land,a_spy,
- "Scouts report defending unit:");
- continue;
- }
- if (!(llp = (struct llist *)malloc(sizeof(struct llist)))) {
- logerror("Malloc failed in attack!\n");
- abort_attack();
- return 0;
- }
- bzero((s_char *)llp,sizeof(struct llist));
- emp_insque(&llp->queue,list);
- llp->supplied = has_supply(&land);
- if (!get_land(A_DEFEND,def,land.lnd_uid, llp, 1))
- continue;
- if (lnd_spyval(&land) > *d_spyp)
- *d_spyp = lnd_spyval(&land);
- }
- return estimate;
+ snxtitem_xy(&ni, EF_LAND, def->x, def->y);
+ while (nxtitem(&ni, (s_char *)&land)) {
+ if (!land.lnd_own)
+ continue;
+ if (land.lnd_own != def->own)
+ continue;
+ if (def->type == EF_SECTOR && land.lnd_ship >= 0)
+ continue;
+ if (def->type == EF_SECTOR && land.lnd_land >= 0)
+ continue;
+ if (def->type == EF_SHIP && land.lnd_ship != def->shp_uid)
+ continue;
+ if (def->type == EF_LAND && land.lnd_land != def->lnd_uid)
+ continue;
+ if (!list) { /* Just estimating the enemy strength */
+ estimate += intelligence_report(player->cnum,
+ &land, a_spy,
+ "Scouts report defending unit:");
+ continue;
+ }
+ if (!(llp = (struct llist *)malloc(sizeof(struct llist)))) {
+ logerror("Malloc failed in attack!\n");
+ abort_attack();
+ return 0;
+ }
+ bzero((s_char *)llp, sizeof(struct llist));
+ emp_insque(&llp->queue, list);
+ llp->supplied = has_supply(&land);
+ if (!get_land(A_DEFEND, def, land.lnd_uid, llp, 1))
+ continue;
+ if (lnd_spyval(&land) > *d_spyp)
+ *d_spyp = lnd_spyval(&land);
+ }
+ return estimate;
}
/* Calculate the total offensive strength */
static int
-get_ototal(int combat_mode, struct combat *off, struct emp_qelem *olist, double osupport, int check)
+get_ototal(int combat_mode, struct combat *off, struct emp_qelem *olist,
+ double osupport, int check)
{
- double ototal=0.0;
- struct emp_qelem *qp, *next;
- struct llist *llp;
- int n,w;
-
- /*
- * first, total the attacking mil
- */
+ double ototal = 0.0;
+ struct emp_qelem *qp, *next;
+ struct llist *llp;
+ int n, w;
+
+ /*
+ * first, total the attacking mil
+ */
+
+ for (n = 0; n <= off->last; ++n) {
+ if (off[n].type == EF_BAD || (check &&
+ att_get_combat(&off[n], 0) <= 0))
+ continue;
+ ototal += off[n].troops * att_combat_eff(off + n);
+ }
- for (n = 0; n <= off->last; ++n) {
- if (off[n].type == EF_BAD || (check &&
- att_get_combat(&off[n], 0) <= 0))
- continue;
- ototal += off[n].troops * att_combat_eff(off + n);
- }
+ /*
+ * next, add in the attack_values of all
+ * the attacking units
+ */
- /*
- * next, add in the attack_values of all
- * the attacking units
- */
-
- for (qp = olist->q_forw; qp != olist; qp = next) {
- next = qp->q_forw;
- llp = (struct llist *)qp;
- if (check && !get_land(combat_mode,0,llp->land.lnd_uid, llp, 0))
- continue;
- if (combat_mode == A_ATTACK) {
- w=-1;
- for(n = 0;n <= off->last; ++n) {
- if (off[n].type == EF_BAD)
- continue;
- if ((off[n].x == llp->land.lnd_x) &&
- (off[n].y == llp->land.lnd_y))
- w = n;
- }
- if (w < 0) {
- lnd_delete(llp, "is in a sector not owned by you");
- continue;
- }
- ototal += attack_val(combat_mode, &llp->land) *
- att_combat_eff(off + w);
- } else {
- ototal += attack_val(combat_mode, &llp->land);
- }
+ for (qp = olist->q_forw; qp != olist; qp = next) {
+ next = qp->q_forw;
+ llp = (struct llist *)qp;
+ if (check && !get_land(combat_mode, 0, llp->land.lnd_uid, llp, 0))
+ continue;
+ if (combat_mode == A_ATTACK) {
+ w = -1;
+ for (n = 0; n <= off->last; ++n) {
+ if (off[n].type == EF_BAD)
+ continue;
+ if ((off[n].x == llp->land.lnd_x) &&
+ (off[n].y == llp->land.lnd_y))
+ w = n;
+ }
+ if (w < 0) {
+ lnd_delete(llp, "is in a sector not owned by you");
+ continue;
+ }
+ ototal += attack_val(combat_mode, &llp->land) *
+ att_combat_eff(off + w);
+ } else {
+ ototal += attack_val(combat_mode, &llp->land);
}
- ototal *= osupport;
+ }
+ ototal *= osupport;
- return ldround(ototal, 1);
+ return ldround(ototal, 1);
}
/* Calculate the total defensive strength */
static int
-get_dtotal(struct combat *def, struct emp_qelem *list, double dsupport, int check)
+get_dtotal(struct combat *def, struct emp_qelem *list, double dsupport,
+ int check)
{
- double dtotal=0.0, eff = 1.0, d_unit;
- struct emp_qelem *qp, *next;
- struct llist *llp;
+ double dtotal = 0.0, eff = 1.0, d_unit;
+ struct emp_qelem *qp, *next;
+ struct llist *llp;
- if (check && att_get_combat(def, 1) < 0)
- return 0;
- eff = att_combat_eff(def);
- dtotal = def->troops * eff;
+ if (check && att_get_combat(def, 1) < 0)
+ return 0;
+ eff = att_combat_eff(def);
+ dtotal = def->troops * eff;
- /*
- * next, add in the defense_values of all
- * the defending non-retreating units
- */
+ /*
+ * next, add in the defense_values of all
+ * the defending non-retreating units
+ */
- for (qp = list->q_forw; qp != list; qp = next) {
- next = qp->q_forw;
- llp = (struct llist *)qp;
- d_unit = 0.0;
- if (check && !get_land(A_DEFEND,def,llp->land.lnd_uid, llp, 1))
- continue;
- d_unit = defense_val(&llp->land);
- if (!llp->supplied)
- d_unit = ((double)defense_val(&llp->land)/2.0);
- dtotal += d_unit * eff;
- }
+ for (qp = list->q_forw; qp != list; qp = next) {
+ next = qp->q_forw;
+ llp = (struct llist *)qp;
+ d_unit = 0.0;
+ if (check && !get_land(A_DEFEND, def, llp->land.lnd_uid, llp, 1))
+ continue;
+ d_unit = defense_val(&llp->land);
+ if (!llp->supplied)
+ d_unit = ((double)defense_val(&llp->land) / 2.0);
+ dtotal += d_unit * eff;
+ }
- dtotal *= dsupport;
+ dtotal *= dsupport;
- return ldround(dtotal,1);
+ return ldround(dtotal, 1);
}
/*
*/
static int
-get_land(int combat_mode, struct combat *def, int uid, struct llist *llp, int victim_land)
+get_land(int combat_mode, struct combat *def, int uid, struct llist *llp,
+ int victim_land)
{
- struct lndstr *lp = &llp->land;
- s_char buf[512];
-
- getland(uid, lp);
-
- if (!llp->lcp) { /* first time */
- llp->x = llp->land.lnd_x;
- llp->y = llp->land.lnd_y;
- llp->lcp = &lchr[(int)llp->land.lnd_type];
- } else { /* not first time */
- if (lp->lnd_effic < LAND_MINEFF) {
- sprintf(buf, "was destroyed and is no longer a part of the %s", att_mode[combat_mode]);
- lnd_delete(llp, buf);
- return 0;
- }
- if (victim_land) {
- if (lp->lnd_x != def->x || lp->lnd_y != def->y) {
- lnd_delete(llp, "left to go fight another battle and is no longer a part of the defense");
- return 0;
- }
- } else {
- if (lp->lnd_own != player->cnum) {
- sprintf(buf, "was destroyed and is no longer a part of the %s", att_mode[combat_mode]);
- lnd_delete(llp, buf);
- return 0;
- }
- if (lp->lnd_x != llp->x || lp->lnd_y != llp->y) {
- sprintf(buf, "left to fight another battle and is no longer a part of the %s", att_mode[combat_mode]);
- lnd_delete(llp, buf);
- return 0;
- }
- if (lp->lnd_effic < llp->eff) {
- sprintf(buf, "damaged from %d%% to %d%%",
- llp->eff, lp->lnd_effic);
- lnd_print(llp, buf);
- }
- }
+ struct lndstr *lp = &llp->land;
+ s_char buf[512];
+
+ getland(uid, lp);
+
+ if (!llp->lcp) { /* first time */
+ llp->x = llp->land.lnd_x;
+ llp->y = llp->land.lnd_y;
+ llp->lcp = &lchr[(int)llp->land.lnd_type];
+ } else { /* not first time */
+ if (lp->lnd_effic < LAND_MINEFF) {
+ sprintf(buf, "was destroyed and is no longer a part of the %s",
+ att_mode[combat_mode]);
+ lnd_delete(llp, buf);
+ return 0;
+ }
+ if (victim_land) {
+ if (lp->lnd_x != def->x || lp->lnd_y != def->y) {
+ lnd_delete(llp,
+ "left to go fight another battle and is no longer a part of the defense");
+ return 0;
+ }
+ } else {
+ if (lp->lnd_own != player->cnum) {
+ sprintf(buf,
+ "was destroyed and is no longer a part of the %s",
+ att_mode[combat_mode]);
+ lnd_delete(llp, buf);
+ return 0;
+ }
+ if (lp->lnd_x != llp->x || lp->lnd_y != llp->y) {
+ sprintf(buf,
+ "left to fight another battle and is no longer a part of the %s",
+ att_mode[combat_mode]);
+ lnd_delete(llp, buf);
+ return 0;
+ }
+ if (lp->lnd_effic < llp->eff) {
+ sprintf(buf, "damaged from %d%% to %d%%",
+ llp->eff, lp->lnd_effic);
+ lnd_print(llp, buf);
+ }
}
- llp->eff = llp->land.lnd_effic;
+ }
+ llp->eff = llp->land.lnd_effic;
- return 1;
+ return 1;
}
/*
static void
kill_land(struct emp_qelem *list)
{
- struct emp_qelem *qp, *next;
- struct llist *llp;
-
- for (qp = list->q_forw; qp != list; qp = next) {
- next = qp->q_forw;
- llp = (struct llist *)qp;
- if (llp->land.lnd_ship >= 0) {
- llp->land.lnd_effic=0;
- lnd_delete(llp, "cannot return to the ship, and dies!");
- }
+ struct emp_qelem *qp, *next;
+ struct llist *llp;
+
+ for (qp = list->q_forw; qp != list; qp = next) {
+ next = qp->q_forw;
+ llp = (struct llist *)qp;
+ if (llp->land.lnd_ship >= 0) {
+ llp->land.lnd_effic = 0;
+ lnd_delete(llp, "cannot return to the ship, and dies!");
}
+ }
}
static void
att_infect_units(struct emp_qelem *list, int plague)
{
- struct emp_qelem *qp, *next;
- struct llist *llp;
+ struct emp_qelem *qp, *next;
+ struct llist *llp;
if (!plague)
return;
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
llp = (struct llist *)qp;
- if (getvar(V_PSTAGE, (s_char *)&(llp->land), EF_LAND) == PLG_HEALTHY)
+ if (getvar(V_PSTAGE, (s_char *)&(llp->land), EF_LAND) ==
+ PLG_HEALTHY)
putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&(llp->land), EF_LAND);
}
}
static void
put_land(struct emp_qelem *list)
{
- struct emp_qelem *qp, *next;
- struct llist *llp;
-
- for (qp = list->q_forw; qp != list; qp = next) {
- next = qp->q_forw;
- llp = (struct llist *)qp;
- llp->land.lnd_mission=0;
- llp->land.lnd_harden=0;
- llp->land.lnd_mobil -= (int)llp->mobil;
- llp->mobil = 0.0;
- putland(llp->land.lnd_uid, &llp->land);
- if (llp->land.lnd_own != player->cnum) {
- emp_remque((struct emp_qelem *)llp);
- free((s_char *)llp);
- } else
- get_land(A_ATTACK,0, llp->land.lnd_uid, llp, 0);
- }
+ struct emp_qelem *qp, *next;
+ struct llist *llp;
+
+ for (qp = list->q_forw; qp != list; qp = next) {
+ next = qp->q_forw;
+ llp = (struct llist *)qp;
+ llp->land.lnd_mission = 0;
+ llp->land.lnd_harden = 0;
+ llp->land.lnd_mobil -= (int)llp->mobil;
+ llp->mobil = 0.0;
+ putland(llp->land.lnd_uid, &llp->land);
+ if (llp->land.lnd_own != player->cnum) {
+ emp_remque((struct emp_qelem *)llp);
+ free((s_char *)llp);
+ } else
+ get_land(A_ATTACK, 0, llp->land.lnd_uid, llp, 0);
+ }
}
/*
*/
int
-att_reacting_units(struct combat *def, struct emp_qelem *list, int a_spy, int *d_spyp, int ototal)
+att_reacting_units(struct combat *def, struct emp_qelem *list, int a_spy,
+ int *d_spyp, int ototal)
{
- struct nstr_item ni;
- struct lndstr land;
- struct sctstr sect, dsect;
- struct llist *llp;
- int dtotal;
- int new_land = 0;
- double mobcost;
- double move_cost;
- int supply_state;
- int dist;
- int radius;
- int origx, origy;
- double eff = att_combat_eff(def);
- s_char *p;
- s_char buf[1024];
-
- /*
- *
- * All units that are within their reaction radius and not damaged
- * below their morale value now get to react to the threatened sect.
- * Once we've sent enough to counter the threat, stop sending them.
- *
- * Not anymore. All units get to react. :)
- */
-
- if (list)
- dtotal = get_dtotal(def, list, 1.0, 1);
- else
- dtotal = 0;
- snxtitem_all(&ni,EF_LAND);
- while(nxtitem(&ni,(s_char *)&land) &&
- (dtotal + new_land * eff < (int)(1.2*(float)ototal))){
- if (!land.lnd_own)
- continue;
- if (!land.lnd_rad_max)
- continue;
- if ((land.lnd_x == def->x) && (land.lnd_y == def->y))
- continue;
- if (land.lnd_own != def->own)
- continue;
- if (land.lnd_ship >= 0)
- continue;
- if (!defense_val(&land))
- continue;
+ struct nstr_item ni;
+ struct lndstr land;
+ struct sctstr sect, dsect;
+ struct llist *llp;
+ int dtotal;
+ int new_land = 0;
+ double mobcost;
+ double move_cost;
+ int supply_state;
+ int dist;
+ int radius;
+ int origx, origy;
+ double eff = att_combat_eff(def);
+ s_char *p;
+ s_char buf[1024];
+
+ /*
+ *
+ * All units that are within their reaction radius and not damaged
+ * below their morale value now get to react to the threatened sect.
+ * Once we've sent enough to counter the threat, stop sending them.
+ *
+ * Not anymore. All units get to react. :)
+ */
+
+ if (list)
+ dtotal = get_dtotal(def, list, 1.0, 1);
+ else
+ dtotal = 0;
+ snxtitem_all(&ni, EF_LAND);
+ while (nxtitem(&ni, (s_char *)&land) &&
+ (dtotal + new_land * eff < (int)(1.2 * (float)ototal))) {
+ if (!land.lnd_own)
+ continue;
+ if (!land.lnd_rad_max)
+ continue;
+ if ((land.lnd_x == def->x) && (land.lnd_y == def->y))
+ continue;
+ if (land.lnd_own != def->own)
+ continue;
+ if (land.lnd_ship >= 0)
+ continue;
+ if (!defense_val(&land))
+ continue;
/*
if (land.lnd_effic <= land.lnd_retreat)
continue;
*/
- if (!lnd_can_attack(&land))
- continue;
-
- /* Only supplied units can react */
- if (!(supply_state=has_supply(&land)))
- continue;
-
- dist = mapdist(land.lnd_x,land.lnd_y,def->x,def->y);
-
- getsect(land.lnd_x, land.lnd_y, §);
- /* Units on efficient headquarters can react 1 farther */
- if ((sect.sct_type == SCT_HEADQ) && (sect.sct_effic >= 60))
- radius=land.lnd_rad_max+1;
- else
- radius=land.lnd_rad_max;
-
- if (land.lnd_mission == MI_RESERVE)
- radius += 2;
+ if (!lnd_can_attack(&land))
+ continue;
- if (dist > radius)
- continue;
+ /* Only supplied units can react */
+ if (!(supply_state = has_supply(&land)))
+ continue;
- getsect(def->x, def->y, &dsect);
- if (!(p = (s_char *)BestLandPath(buf, §, &dsect, &move_cost, MOB_ROAD)))
- continue;
-
- mobcost = land.lnd_effic * 0.01*lchr[(int)land.lnd_type].l_spd;
- if (mobcost < 0.01)
- mobcost = 0.01;
- mobcost = 480.0 / (mobcost + techfact(land.lnd_tech, mobcost));
- mobcost *= (move_cost * 5.0);
-
- if (land.lnd_mobil < mobcost)
- continue;
+ dist = mapdist(land.lnd_x, land.lnd_y, def->x, def->y);
- new_land += defense_val(&land);
-
- if (!list) /* we are in the "strength" command */
- continue;
-
- /* move to defending sector */
- land.lnd_mobil -= ldround(mobcost,1);
- origx = land.lnd_x;
- origy = land.lnd_y;
- land.lnd_x = def->x;
- land.lnd_y = def->y;
- putland(land.lnd_uid,&land);
- wu(0,land.lnd_own,"%s reacts to %s.\n",
- prland(&land),
- xyas(land.lnd_x,land.lnd_y,land.lnd_own));
-
- llp = (struct llist *)
- malloc(sizeof(struct llist));
-
- bzero((s_char *)llp,sizeof(struct llist));
- llp->supplied = supply_state;
- llp->x = origx;
- llp->y = origy;
- llp->lcp = &lchr[(int)land.lnd_type];
- bcopy((s_char *)&land,(s_char *)&llp->land,sizeof(struct lndstr));
- emp_insque(&llp->queue, list);
- if (lnd_spyval(&land) > *d_spyp)
- *d_spyp = lnd_spyval(&land);
-
- intelligence_report(player->cnum,&land,a_spy,
- "Scouts sight reacting enemy unit:");
- }
- return new_land;
+ getsect(land.lnd_x, land.lnd_y, §);
+ /* Units on efficient headquarters can react 1 farther */
+ if ((sect.sct_type == SCT_HEADQ) && (sect.sct_effic >= 60))
+ radius = land.lnd_rad_max + 1;
+ else
+ radius = land.lnd_rad_max;
+
+ if (land.lnd_mission == MI_RESERVE)
+ radius += 2;
+
+ if (dist > radius)
+ continue;
+
+ getsect(def->x, def->y, &dsect);
+ if (!
+ (p =
+ (s_char *)BestLandPath(buf, §, &dsect, &move_cost,
+ MOB_ROAD)))
+ continue;
+
+ mobcost = land.lnd_effic * 0.01 * lchr[(int)land.lnd_type].l_spd;
+ if (mobcost < 0.01)
+ mobcost = 0.01;
+ mobcost = 480.0 / (mobcost + techfact(land.lnd_tech, mobcost));
+ mobcost *= (move_cost * 5.0);
+
+ if (land.lnd_mobil < mobcost)
+ continue;
+
+ new_land += defense_val(&land);
+
+ if (!list) /* we are in the "strength" command */
+ continue;
+
+ /* move to defending sector */
+ land.lnd_mobil -= ldround(mobcost, 1);
+ origx = land.lnd_x;
+ origy = land.lnd_y;
+ land.lnd_x = def->x;
+ land.lnd_y = def->y;
+ putland(land.lnd_uid, &land);
+ wu(0, land.lnd_own, "%s reacts to %s.\n",
+ prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
+
+ llp = (struct llist *)
+ malloc(sizeof(struct llist));
+
+ bzero((s_char *)llp, sizeof(struct llist));
+ llp->supplied = supply_state;
+ llp->x = origx;
+ llp->y = origy;
+ llp->lcp = &lchr[(int)land.lnd_type];
+ bcopy((s_char *)&land, (s_char *)&llp->land,
+ sizeof(struct lndstr));
+ emp_insque(&llp->queue, list);
+ if (lnd_spyval(&land) > *d_spyp)
+ *d_spyp = lnd_spyval(&land);
+
+ intelligence_report(player->cnum, &land, a_spy,
+ "Scouts sight reacting enemy unit:");
+ }
+ return new_land;
}
/* Pop off shells and fly bombing missions to get your attack multiplier up */
static double
-get_osupport(s_char *outs, struct combat *def, int fort_sup, int ship_sup, int land_sup, int plane_sup)
+get_osupport(s_char *outs, struct combat *def, int fort_sup, int ship_sup,
+ int land_sup, int plane_sup)
{
- double osupport = 1.0;
- int dam;
- double af, as, au, ap;
-
- af = as = au = ap = 0.0;
- if (fort_sup) {
- dam = dd(def->own, player->cnum, def->x, def->y, 0, 0);
- af = ((double)dam/100.0);
- osupport += af;
- }
- if (ship_sup){
- dam = sd(def->own, player->cnum, def->x, def->y, 0, 0, 0);
+ double osupport = 1.0;
+ int dam;
+ double af, as, au, ap;
+
+ af = as = au = ap = 0.0;
+ if (fort_sup) {
+ dam = dd(def->own, player->cnum, def->x, def->y, 0, 0);
+ af = ((double)dam / 100.0);
+ osupport += af;
+ }
+ if (ship_sup) {
+ dam = sd(def->own, player->cnum, def->x, def->y, 0, 0, 0);
- as = ((double)dam/100.0);
- osupport += as;
- }
+ as = ((double)dam / 100.0);
+ osupport += as;
+ }
- if (land_sup){
- dam = lnd_support(def->own, player->cnum, def->x, def->y);
- au = ((double)dam/100.0);
- osupport += au;
- }
+ if (land_sup) {
+ dam = lnd_support(def->own, player->cnum, def->x, def->y);
+ au = ((double)dam / 100.0);
+ osupport += au;
+ }
- if (plane_sup){
- dam = off_support(def->x,def->y,def->own,player->cnum);
- ap = (((double)dam)/100.0);
- osupport += ap;
- }
- sprintf(outs,"attacker\t%1.2f\t%1.2f\t%1.2f\t%1.2f\n",af,as,au,ap);
- return osupport;
+ if (plane_sup) {
+ dam = off_support(def->x, def->y, def->own, player->cnum);
+ ap = (((double)dam) / 100.0);
+ osupport += ap;
+ }
+ sprintf(outs, "attacker\t%1.2f\t%1.2f\t%1.2f\t%1.2f\n", af, as, au,
+ ap);
+ return osupport;
}
/* Pop off shells and fly bombing missions to get your defense multiplier up */
static double
-get_dsupport(s_char *outs, struct emp_qelem *list, struct combat *def, int ototal, int dtotal)
+get_dsupport(s_char *outs, struct emp_qelem *list, struct combat *def,
+ int ototal, int dtotal)
{
- double dsupport = 1.0;
- int dam;
- double df, ds, du, dp;
- int good = 0;
-
- df = ds = du = dp = 0.0;
- if (dtotal < 0.1 * ototal) {
- good = -1;
- } else if (dtotal >= 1.2 * ototal) {
- good = 1;
- } else {
- dam = dd(player->cnum, def->own, def->x, def->y, 0, 1);
- df = ((double)dam/100.0);
- dsupport += df;
-
- dtotal = get_dtotal(def,list,dsupport,0);
- if ( dtotal < 1.2 * ototal) {
- dam = sd(player->cnum, def->own, def->x, def->y, 0, 1, 0);
- ds = ((double)dam/100.0);
- dsupport += ds;
- dtotal = get_dtotal(def,list,dsupport,0);
- }
- if ( dtotal < 1.2 * ototal) {
- dam = lnd_support(player->cnum, def->own, def->x, def->y);
- du = ((double)dam/100.0);
- dsupport += du;
- dtotal = get_dtotal(def,list,dsupport,1);
- }
- if ( dtotal < 1.2 * ototal) {
- dam = def_support(def->x,def->y,player->cnum,def->own);
- dp = (((double)dam)/100.0);
- dsupport += dp;
- }
+ double dsupport = 1.0;
+ int dam;
+ double df, ds, du, dp;
+ int good = 0;
+
+ df = ds = du = dp = 0.0;
+ if (dtotal < 0.1 * ototal) {
+ good = -1;
+ } else if (dtotal >= 1.2 * ototal) {
+ good = 1;
+ } else {
+ dam = dd(player->cnum, def->own, def->x, def->y, 0, 1);
+ df = ((double)dam / 100.0);
+ dsupport += df;
+
+ dtotal = get_dtotal(def, list, dsupport, 0);
+ if (dtotal < 1.2 * ototal) {
+ dam = sd(player->cnum, def->own, def->x, def->y, 0, 1, 0);
+ ds = ((double)dam / 100.0);
+ dsupport += ds;
+ dtotal = get_dtotal(def, list, dsupport, 0);
+ }
+ if (dtotal < 1.2 * ototal) {
+ dam = lnd_support(player->cnum, def->own, def->x, def->y);
+ du = ((double)dam / 100.0);
+ dsupport += du;
+ dtotal = get_dtotal(def, list, dsupport, 1);
+ }
+ if (dtotal < 1.2 * ototal) {
+ dam = def_support(def->x, def->y, player->cnum, def->own);
+ dp = (((double)dam) / 100.0);
+ dsupport += dp;
}
- if (good)
- *outs = '\0';
- else
- sprintf(outs,"defender\t%1.2f\t%1.2f\t%1.2f\t%1.2f\n\n",df,ds,du,dp);
- if (def->own) {
- if (good < 0)
- wu(0,def->own,"\nOdds are bad for us...support cancelled.\n\n");
- else if (good > 0)
- wu(0,def->own,"\nOdds are good for us...support cancelled.\n\n");
- }
- return dsupport;
+ }
+ if (good)
+ *outs = '\0';
+ else
+ sprintf(outs, "defender\t%1.2f\t%1.2f\t%1.2f\t%1.2f\n\n", df, ds,
+ du, dp);
+ if (def->own) {
+ if (good < 0)
+ wu(0, def->own,
+ "\nOdds are bad for us...support cancelled.\n\n");
+ else if (good > 0)
+ wu(0, def->own,
+ "\nOdds are good for us...support cancelled.\n\n");
+ }
+ return dsupport;
}
/*
static double
get_mine_dsupport(struct combat *def, int a_engineer)
{
- int mines;
- struct sctstr sect;
-
- getsect(def->x, def->y, §);
-
- if (sect.sct_oldown != player->cnum){
- mines = getvar(V_MINE, (s_char *)§, EF_SECTOR);
- mines = min(mines,20);
- if (a_engineer)
- mines = ldround(((double)mines/2.0),1);
- if (mines > 0){
- if (def->own)
- wu(0,def->own,"Defending mines add %1.2f\n", mines * 0.02);
- pr("Defending mines add %1.2f\n", mines * 0.02);
- return mines * 0.02;
- }
+ int mines;
+ struct sctstr sect;
+
+ getsect(def->x, def->y, §);
+
+ if (sect.sct_oldown != player->cnum) {
+ mines = getvar(V_MINE, (s_char *)§, EF_SECTOR);
+ mines = min(mines, 20);
+ if (a_engineer)
+ mines = ldround(((double)mines / 2.0), 1);
+ if (mines > 0) {
+ if (def->own)
+ wu(0, def->own, "Defending mines add %1.2f\n",
+ mines * 0.02);
+ pr("Defending mines add %1.2f\n", mines * 0.02);
+ return mines * 0.02;
}
- return 0.0;
+ }
+ return 0.0;
}
/* Get the offensive and defensive support */
int
-att_get_support(int combat_mode, int ofort, int oship, int oland, int oplane, struct emp_qelem *olist, struct combat *off, struct emp_qelem *dlist, struct combat *def, double *osupportp, double *dsupportp, int a_engineer)
+att_get_support(int combat_mode, int ofort, int oship, int oland,
+ int oplane, struct emp_qelem *olist, struct combat *off,
+ struct emp_qelem *dlist, struct combat *def,
+ double *osupportp, double *dsupportp, int a_engineer)
{
- int ototal, dtotal;
- s_char osupports[512];
- s_char dsupports[512];
-
- if (combat_mode == A_PARA)
- *osupports = '\0';
- else
- *osupportp = get_osupport(osupports, def,
- ofort, oship, oland, oplane);
-
- /*
- * I need to put a 1 at the end of the next four total_stren calls
- * becauase units & mil may have been damaged by collateral damage or
- * neclear warheads from the offensive & defensive support.
- */
-
- ototal = get_ototal(combat_mode,off,olist,*osupportp,1);
- if (att_empty_attack(combat_mode, ototal, def))
- return abort_attack();
- dtotal = get_dtotal(def,dlist,*dsupportp,1);
-
- /*
- * Calculate defensive support. If odds are too good or too bad
- * then don't call in support.
- */
-
- *dsupportp = get_dsupport(dsupports, dlist, def, ototal, dtotal);
- ototal = get_ototal(combat_mode,off,olist,*osupportp,1);
- if (att_empty_attack(combat_mode, ototal, def))
- return abort_attack();
-
- if ((*osupports || *dsupports) &&
- (*osupportp != 1.0 || *dsupportp != 1.0)) {
- pr("\n\t\tsupport values\n");
- pr("\t\tforts\tships\tunits\tplanes\n");
- if (*osupportp != 1.0)
- pr("%s", osupports);
- if (*dsupportp != 1.0)
- pr("%s", dsupports);
- if (def->own) {
- wu(0,def->own,"\n\t\tsupport values\n");
- wu(0,def->own,"\t\tforts\tships\tunits\tplanes\n");
- if (*osupportp != 1.0)
- wu(0, def->own, "%s", osupports);
- if (*dsupportp != 1.0)
- wu(0, def->own, "%s", dsupports);
- }
+ int ototal, dtotal;
+ s_char osupports[512];
+ s_char dsupports[512];
+
+ if (combat_mode == A_PARA)
+ *osupports = '\0';
+ else
+ *osupportp = get_osupport(osupports, def,
+ ofort, oship, oland, oplane);
+
+ /*
+ * I need to put a 1 at the end of the next four total_stren calls
+ * becauase units & mil may have been damaged by collateral damage or
+ * neclear warheads from the offensive & defensive support.
+ */
+
+ ototal = get_ototal(combat_mode, off, olist, *osupportp, 1);
+ if (att_empty_attack(combat_mode, ototal, def))
+ return abort_attack();
+ dtotal = get_dtotal(def, dlist, *dsupportp, 1);
+
+ /*
+ * Calculate defensive support. If odds are too good or too bad
+ * then don't call in support.
+ */
+
+ *dsupportp = get_dsupport(dsupports, dlist, def, ototal, dtotal);
+ ototal = get_ototal(combat_mode, off, olist, *osupportp, 1);
+ if (att_empty_attack(combat_mode, ototal, def))
+ return abort_attack();
+
+ if ((*osupports || *dsupports) &&
+ (*osupportp != 1.0 || *dsupportp != 1.0)) {
+ pr("\n\t\tsupport values\n");
+ pr("\t\tforts\tships\tunits\tplanes\n");
+ if (*osupportp != 1.0)
+ pr("%s", osupports);
+ if (*dsupportp != 1.0)
+ pr("%s", dsupports);
+ if (def->own) {
+ wu(0, def->own, "\n\t\tsupport values\n");
+ wu(0, def->own, "\t\tforts\tships\tunits\tplanes\n");
+ if (*osupportp != 1.0)
+ wu(0, def->own, "%s", osupports);
+ if (*dsupportp != 1.0)
+ wu(0, def->own, "%s", dsupports);
}
+ }
- dtotal = get_dtotal(def,dlist,*dsupportp,1);
- if (dtotal && def->type == EF_SECTOR)
- *dsupportp += get_mine_dsupport(def, a_engineer);
- return 0;
+ dtotal = get_dtotal(def, dlist, *dsupportp, 1);
+ if (dtotal && def->type == EF_SECTOR)
+ *dsupportp += get_mine_dsupport(def, a_engineer);
+ return 0;
}
/* How many two-legged bipeds are in this combat force? */
static int
count_bodies(struct combat *off, struct emp_qelem *list)
{
- int n;
- int bodies = 0;
- struct emp_qelem *qp;
- struct llist *llp;
-
- for (n = 0; n <= off->last; ++n)
- bodies += off[n].troops;
- for (qp=list->q_forw;qp!=list;qp=qp->q_forw) {
- llp = (struct llist *)qp;
- bodies += total_mil(&llp->land);
- }
- return bodies;
+ int n;
+ int bodies = 0;
+ struct emp_qelem *qp;
+ struct llist *llp;
+
+ for (n = 0; n <= off->last; ++n)
+ bodies += off[n].troops;
+ for (qp = list->q_forw; qp != list; qp = qp->q_forw) {
+ llp = (struct llist *)qp;
+ bodies += total_mil(&llp->land);
+ }
+ return bodies;
}
/* This is where the fighting actually occurs. */
int
-att_fight(int combat_mode, struct combat *off, struct emp_qelem *olist, double osupport, struct combat *def, struct emp_qelem *dlist, double dsupport)
+att_fight(int combat_mode, struct combat *off, struct emp_qelem *olist,
+ double osupport, struct combat *def, struct emp_qelem *dlist,
+ double dsupport)
{
- int success = 0;
- int a_cas = 0; /* Casualty counts */
- int d_cas = 0;
- int ototal; /* total attacking strength */
- int dtotal; /* total defending strength */
- int a_bodies; /* total attacking mil (incl. mil in units) */
- int d_bodies; /* total defending mil (incl. mil in units) */
- int d_mil;
- int a_troops[6];
- int n;
- int news_item;
- int recalctime;
- double odds;
- s_char *action;
-
- ototal = get_ototal(combat_mode,off,olist,osupport,
- combat_mode != A_PARA);
- dtotal = get_dtotal(def,dlist,dsupport,0);
- if (!dtotal)
- success = 1;
-
- a_bodies = count_bodies(off, olist);
- d_bodies = count_bodies(def, dlist);
- d_mil = def->troops;
- for (n=0; n <= off->last; ++n)
- if (off[n].type == EF_BAD)
- a_troops[n] = 0;
- else
- a_troops[n] = off[n].troops;
+ int success = 0;
+ int a_cas = 0; /* Casualty counts */
+ int d_cas = 0;
+ int ototal; /* total attacking strength */
+ int dtotal; /* total defending strength */
+ int a_bodies; /* total attacking mil (incl. mil in units) */
+ int d_bodies; /* total defending mil (incl. mil in units) */
+ int d_mil;
+ int a_troops[6];
+ int n;
+ int news_item;
+ int recalctime;
+ double odds;
+ s_char *action;
+
+ ototal = get_ototal(combat_mode, off, olist, osupport,
+ combat_mode != A_PARA);
+ dtotal = get_dtotal(def, dlist, dsupport, 0);
+ if (!dtotal)
+ success = 1;
+
+ a_bodies = count_bodies(off, olist);
+ d_bodies = count_bodies(def, dlist);
+ d_mil = def->troops;
+ for (n = 0; n <= off->last; ++n)
+ if (off[n].type == EF_BAD)
+ a_troops[n] = 0;
+ else
+ a_troops[n] = off[n].troops;
+
+ /* This switch is required to get the spacing right */
+ switch (combat_mode) {
+ case A_ATTACK:
+ pr(" Final attack strength: %8d\n", ototal);
+ break;
+ case A_ASSAULT:
+ pr(" Final assault strength: %8d\n", ototal);
+ break;
+ case A_PARA:
+ if (def->sct_type == SCT_MOUNT ||
+ def->sct_type == SCT_WATER ||
+ def->sct_type == SCT_CAPIT ||
+ def->sct_type == SCT_FORTR || def->sct_type == SCT_WASTE) {
+ pr("You can't air-assault a %s sector!\n",
+ def->sct_dcp->d_name);
+ a_cas = a_bodies;
+ off[0].troops = 0;
+ ototal = get_ototal(A_PARA, off, olist, osupport, 0);
+ }
+ pr(" Final air-assault strength: %8d\n", ototal);
+ break;
+ case A_BOARD:
+ case A_LBOARD:
+ pr(" Final board strength: %8d\n", ototal);
+ }
+
- /* This switch is required to get the spacing right */
+ pr(" Final defense strength: %8d\n", dtotal);
+ odds = att_calcodds(ototal, dtotal);
+ pr(" Final odds: %8d%%\n", (int)(odds * 100));
+
+ /* spread the plague */
+ if (combat_mode != A_PARA) {
+ if (!def->plague)
+ for (n = 0; n <= off->last; ++n)
+ if (off[n].type != EF_BAD)
+ def->plague |= off[n].plague;
+ for (n = 0; n <= off->last; ++n)
+ if (off[n].type != EF_BAD)
+ off[n].plague |= def->plague;
+ }
+ att_infect_units(olist, off->plague);
+ att_infect_units(dlist, def->plague);
+
+ /* Fighting is slightly random. There is always that last little
+ * effort you see people put in. Or the stray bullet that takes out
+ * an officer and the rest go into chaos. Things like that.
+ * Thus, we have added a very slight random factor that will sometimes
+ * allow the little guy to win. We modify the odds a little
+ * (either +- 5%) to account for this randomness. We also only
+ * recalculate the odds every 8-50 casualties, not every cacsualty,
+ * since a single dead guy normally wouldn't cause a commander to
+ * rethink his strategies, but 50 dead guys might. */
+ odds = odds + (double)((double)((random() % 11) - 5) / 100.0);
+ if (odds < 0.0)
+ odds = 0.1;
+ if (odds > 1.0)
+ odds = 1.0;
+ recalctime = 8 + (random() % 43);
+ while (!success && ototal) {
+ if (chance(odds)) {
+ pr("!");
+ d_cas += take_casualty(A_DEFEND, def, dlist);
+ dtotal = get_dtotal(def, dlist, dsupport, 0);
+ if (!dtotal)
+ ++success;
+ } else {
+ pr("@");
+ a_cas += take_casualty(combat_mode, off, olist);
+ ototal = get_ototal(combat_mode, off, olist, osupport, 0);
+ }
+ if (((a_cas + d_cas) % 70) == 69)
+ pr("\n");
+ if (recalctime-- <= 0) {
+ recalctime = 8 + (random() % 43);
+ odds = att_calcodds(ototal, dtotal);
+ odds = odds + (double)((double)((random() % 11) - 5) / 100.0);
+ if (odds < 0.0)
+ odds = 0.1;
+ if (odds > 1.0)
+ odds = 1.0;
+ }
+ }
+ pr("\n");
+ /* update defense mobility & mil */
+ if (success)
+ def->mil = 0;
+ else {
+ if (def->type == EF_SECTOR && d_mil && d_cas) {
+ int tmob;
+
+ /* Make sure we use a positive mobility here */
+ tmob = ((def->mob < 0) ? -(def->mob) : (def->mob));
+ def->mobcost =
+ min(20, min(1, tmob - damage(tmob, 100 * d_cas / d_mil)));
+ }
+ def->mil = def->troops;
+ }
+
+ /* update attack mobility & mil */
+ for (n = 0; n <= off->last; ++n)
+ if (off[n].type != EF_BAD && off[n].troops < a_troops[n]) {
+ if (off[n].type == EF_SECTOR && off[n].mil)
+ off[n].mobcost +=
+ min(20,
+ min(1,
+ off[n].mob - damage(off[n].mob,
+ 100 * (a_troops[n] -
+ off[n].troops) /
+ off[n].mil)));
+ off[n].mil -= a_troops[n] - off[n].troops;
+ }
+
+ /* update land unit mobility */
+ if (d_bodies && d_cas)
+ lnd_takemob(dlist, (double)d_cas / d_bodies);
+ if (a_bodies && a_cas)
+ lnd_takemob(olist, (double)a_cas / a_bodies);
+
+ /* damage attacked sector */
+ def->eff = effdamage(def->eff, (d_cas + a_cas) / 10);
+
+ pr("- Casualties -\n Yours: %d\n", a_cas);
+ pr(" Theirs: %d\n", d_cas);
+ pr("Papershuffling ... %.1f B.T.U\n", (d_cas + a_cas) * 0.15);
+ player->btused += (int)((d_cas + a_cas) * 0.015 + 0.5);
+
+ if (success) {
switch (combat_mode) {
case A_ATTACK:
- pr(" Final attack strength: %8d\n", ototal);
- break;
+ news_item = def->own ? N_WON_SECT : N_TOOK_UNOCC;
+ pr("We have captured %s, sir!\n", prcom(0, def));
+ action = "taking";
+ break;
case A_ASSAULT:
- pr(" Final assault strength: %8d\n", ototal);
- break;
+ news_item = def->own ? N_AWON_SECT : N_START_COL;
+ pr("We have secured a beachhead at %s, sir!\n", prcom(0, def));
+ action = "assaulting and taking";
+ break;
case A_PARA:
- if (def->sct_type == SCT_MOUNT ||
- def->sct_type == SCT_WATER ||
- def->sct_type == SCT_CAPIT ||
- def->sct_type == SCT_FORTR ||
- def->sct_type == SCT_WASTE) {
- pr("You can't air-assault a %s sector!\n",
- def->sct_dcp->d_name);
- a_cas = a_bodies;
- off[0].troops = 0;
- ototal = get_ototal(A_PARA,off,olist,osupport, 0);
- }
- pr(" Final air-assault strength: %8d\n", ototal);
- break;
+ news_item = def->own ? N_PWON_SECT : N_PARA_UNOCC;
+ pr("We have captured %s, sir!\n", prcom(0, def));
+ action = "air-assaulting and taking";
+ break;
case A_BOARD:
+ news_item = N_BOARD_SHIP;
+ pr("We have boarded %s, sir!\n", prcom(0, def));
+ action = "boarding";
+ break;
case A_LBOARD:
- pr(" Final board strength: %8d\n", ototal);
- }
-
-
- pr(" Final defense strength: %8d\n",dtotal);
- odds = att_calcodds(ototal,dtotal);
- pr(" Final odds: %8d%%\n",(int)(odds*100));
-
- /* spread the plague */
- if (combat_mode != A_PARA) {
- if (!def->plague)
- for (n = 0; n <= off->last; ++n)
- if (off[n].type != EF_BAD)
- def->plague |= off[n].plague;
- for (n = 0; n <= off->last; ++n)
- if (off[n].type != EF_BAD)
- off[n].plague |= def->plague;
- }
- att_infect_units(olist, off->plague);
- att_infect_units(dlist, def->plague);
-
- /* Fighting is slightly random. There is always that last little
- * effort you see people put in. Or the stray bullet that takes out
- * an officer and the rest go into chaos. Things like that.
- * Thus, we have added a very slight random factor that will sometimes
- * allow the little guy to win. We modify the odds a little
- * (either +- 5%) to account for this randomness. We also only
- * recalculate the odds every 8-50 casualties, not every cacsualty,
- * since a single dead guy normally wouldn't cause a commander to
- * rethink his strategies, but 50 dead guys might. */
- odds = odds + (double)((double)((random() % 11) - 5) / 100.0);
- if (odds < 0.0)
- odds = 0.1;
- if (odds > 1.0)
- odds = 1.0;
- recalctime = 8 + (random() % 43);
- while (!success && ototal){
- if (chance(odds)) {
- pr("!");
- d_cas += take_casualty(A_DEFEND,def,dlist);
- dtotal = get_dtotal(def,dlist,dsupport,0);
- if (!dtotal)
- ++success;
- } else {
- pr("@");
- a_cas += take_casualty(combat_mode,off,olist);
- ototal = get_ototal(combat_mode,off,olist,osupport,0);
- }
- if (((a_cas + d_cas) % 70) == 69)
- pr("\n");
- if (recalctime-- <= 0) {
- recalctime = 8 + (random() % 43);
- odds = att_calcodds(ototal,dtotal);
- odds = odds + (double)((double)((random() % 11) - 5) / 100.0);
- if (odds < 0.0)
- odds = 0.1;
- if (odds > 1.0)
- odds = 1.0;
- }
- }
- pr("\n");
- /* update defense mobility & mil */
- if (success)
- def->mil = 0;
- else {
- if (def->type == EF_SECTOR && d_mil && d_cas) {
- int tmob;
-
- /* Make sure we use a positive mobility here */
- tmob = ((def->mob < 0) ? -(def->mob) : (def->mob));
- def->mobcost = min(20, min(1, tmob - damage(tmob, 100 * d_cas / d_mil)));
- }
- def->mil = def->troops;
- }
-
- /* update attack mobility & mil */
- for (n=0; n <= off->last; ++n)
- if (off[n].type != EF_BAD && off[n].troops < a_troops[n]) {
- if (off[n].type == EF_SECTOR && off[n].mil)
- off[n].mobcost += min(20,min(1, off[n].mob - damage(off[n].mob, 100 * (a_troops[n] - off[n].troops) / off[n].mil)));
- off[n].mil -= a_troops[n] - off[n].troops;
- }
-
- /* update land unit mobility */
- if (d_bodies && d_cas)
- lnd_takemob(dlist, (double)d_cas / d_bodies);
- if (a_bodies && a_cas)
- lnd_takemob(olist, (double)a_cas / a_bodies);
-
- /* damage attacked sector */
- def->eff = effdamage(def->eff, (d_cas + a_cas)/10);
-
- pr("- Casualties -\n Yours: %d\n", a_cas);
- pr(" Theirs: %d\n", d_cas);
- pr("Papershuffling ... %.1f B.T.U\n", (d_cas + a_cas) * 0.15);
- player->btused += (int) ((d_cas + a_cas) * 0.015 + 0.5);
-
- if (success) {
- switch (combat_mode) {
- case A_ATTACK:
- news_item = def->own?N_WON_SECT:N_TOOK_UNOCC;
- pr("We have captured %s, sir!\n", prcom(0, def));
- action = "taking"; break;
- case A_ASSAULT:
- news_item = def->own?N_AWON_SECT:N_START_COL;
- pr("We have secured a beachhead at %s, sir!\n", prcom(0, def));
- action = "assaulting and taking"; break;
- case A_PARA:
- news_item = def->own?N_PWON_SECT:N_PARA_UNOCC;
- pr("We have captured %s, sir!\n", prcom(0, def));
- action = "air-assaulting and taking"; break;
- case A_BOARD:
- news_item = N_BOARD_SHIP;
- pr("We have boarded %s, sir!\n", prcom(0, def));
- action = "boarding"; break;
- case A_LBOARD:
- news_item = N_BOARD_LAND;
- pr("We have boarded %s, sir!\n", prcom(0, def));
- action = "boarding"; break;
- }
- } else {
- switch (combat_mode) {
- case A_ATTACK:
- news_item = N_SCT_LOSE;
- pr("You have been defeated!\n");
- action = "attacking";
- break;
- case A_ASSAULT:
- news_item = N_ALOSE_SCT;
- pr("You have been defeated!\n");
- kill_land(olist);
- action = "trying to assault";
- break;
- case A_PARA:
- news_item = N_PLOSE_SCT;
- pr("All of your troops were destroyed\n");
- action = "trying to air-assault";
- break;
- case A_BOARD:
- news_item = N_SHP_LOSE;
- pr("You have been repelled\n");
- kill_land(olist);
- action = "trying to board";
- break;
- case A_LBOARD:
- news_item = N_LND_LOSE;
- pr("You have been repelled\n");
- kill_land(olist);
- action = "trying to board";
- break;
- }
+ news_item = N_BOARD_LAND;
+ pr("We have boarded %s, sir!\n", prcom(0, def));
+ action = "boarding";
+ break;
}
- nreport(player->cnum, news_item, def->own, 1);
- if (def->own) {
- wu(0, def->own,
- "%s (#%d) lost %d troops %s %s\nWe lost %d troops defending\n",
- cname(player->cnum), player->cnum, a_cas,
- action,
- pr_com(0, def, def->own),
- d_cas);
+ } else {
+ switch (combat_mode) {
+ case A_ATTACK:
+ news_item = N_SCT_LOSE;
+ pr("You have been defeated!\n");
+ action = "attacking";
+ break;
+ case A_ASSAULT:
+ news_item = N_ALOSE_SCT;
+ pr("You have been defeated!\n");
+ kill_land(olist);
+ action = "trying to assault";
+ break;
+ case A_PARA:
+ news_item = N_PLOSE_SCT;
+ pr("All of your troops were destroyed\n");
+ action = "trying to air-assault";
+ break;
+ case A_BOARD:
+ news_item = N_SHP_LOSE;
+ pr("You have been repelled\n");
+ kill_land(olist);
+ action = "trying to board";
+ break;
+ case A_LBOARD:
+ news_item = N_LND_LOSE;
+ pr("You have been repelled\n");
+ kill_land(olist);
+ action = "trying to board";
+ break;
}
+ }
+ nreport(player->cnum, news_item, def->own, 1);
+ if (def->own) {
+ wu(0, def->own,
+ "%s (#%d) lost %d troops %s %s\nWe lost %d troops defending\n",
+ cname(player->cnum), player->cnum, a_cas,
+ action, pr_com(0, def, def->own), d_cas);
+ }
- if (opt_SNEAK_ATTACK) {
- do_sneak(def, success);
- }
+ if (opt_SNEAK_ATTACK) {
+ do_sneak(def, success);
+ }
- send_reacting_units_home(def, dlist);
+ send_reacting_units_home(def, dlist);
- /* putland the defending land */
- lnd_put(dlist, 0);
-
- /* putland the attacking land */
- put_land(olist);
+ /* putland the defending land */
+ lnd_put(dlist, 0);
- /* put the victim sector/ship/land */
- if (!success || !take_def(combat_mode, olist, off, def))
- put_combat(def);
+ /* putland the attacking land */
+ put_land(olist);
- /* put the attacking sectors/ship */
- for (n = 0; n <= off->last; ++n)
- if (off[n].type != EF_BAD)
- put_combat(&off[n]);
+ /* put the victim sector/ship/land */
+ if (!success || !take_def(combat_mode, olist, off, def))
+ put_combat(def);
- if (!success)
- return 0;
+ /* put the attacking sectors/ship */
+ for (n = 0; n <= off->last; ++n)
+ if (off[n].type != EF_BAD)
+ put_combat(&off[n]);
- switch (combat_mode) {
- case A_ATTACK:
- ask_move_in(off, olist, def);
-
- /* put sectors again to get abandon warnings */
- for (n = 0; n <= off->last; ++n)
- if (off[n].type != EF_BAD)
- put_combat(&off[n]);
- break;
- default:
- att_move_in_off(combat_mode, off, olist, def);
- }
- if (def->mil > 0)
- pr("%d of your troops now occupy %s\n", def->mil, prcom(0, def));
- return 1;
-}
+ if (!success)
+ return 0;
+
+ switch (combat_mode) {
+ case A_ATTACK:
+ ask_move_in(off, olist, def);
+
+ /* put sectors again to get abandon warnings */
+ for (n = 0; n <= off->last; ++n)
+ if (off[n].type != EF_BAD)
+ put_combat(&off[n]);
+ break;
+ default:
+ att_move_in_off(combat_mode, off, olist, def);
+ }
+ if (def->mil > 0)
+ pr("%d of your troops now occupy %s\n", def->mil, prcom(0, def));
+ return 1;
+}
/* What percentage of the combat forces going head-to-head are we? */
double
att_calcodds(int ototal, int dtotal)
{
- double odds;
+ double odds;
- /* calculate odds */
- if (ototal <= 0)
- odds = 0.0;
- else if (dtotal <=0)
- odds = 1.0;
- else
- odds = ((double)ototal) / (dtotal + ototal);
+ /* calculate odds */
+ if (ototal <= 0)
+ odds = 0.0;
+ else if (dtotal <= 0)
+ odds = 1.0;
+ else
+ odds = ((double)ototal) / (dtotal + ototal);
- return odds;
+ return odds;
}
/* Here's where the dead soldiers get dragged off the battlefield */
static int
take_casualty(int combat_mode, struct combat *off, struct emp_qelem *olist)
{
- int to_take = CASUALTY_LUMP;
- int biggest_troops = 0, index = -1;
- int n, tot_troops = 0, biggest_mil, cas;
- struct emp_qelem *qp, *biggest;
- struct llist *llp;
-
- for (n = 0; n <= off->last; ++n) {
- if (off[n].type != EF_BAD) {
- tot_troops += off[n].troops;
- if (off[n].troops > biggest_troops) {
- biggest_troops = off[n].troops;
- index = n;
- }
- }
+ int to_take = CASUALTY_LUMP;
+ int biggest_troops = 0, index = -1;
+ int n, tot_troops = 0, biggest_mil, cas;
+ struct emp_qelem *qp, *biggest;
+ struct llist *llp;
+
+ for (n = 0; n <= off->last; ++n) {
+ if (off[n].type != EF_BAD) {
+ tot_troops += off[n].troops;
+ if (off[n].troops > biggest_troops) {
+ biggest_troops = off[n].troops;
+ index = n;
+ }
}
+ }
- if (tot_troops)
- to_take -= tot_troops;
+ if (tot_troops)
+ to_take -= tot_troops;
- if (to_take >= 0) {
- for(n = 0; n <= off->last; ++n)
- if (off[n].type != EF_BAD)
- off[n].troops=0;
- } else {
- /*
- * They can all come off mil. We rotate the casualties,
- * starting with the sector containing the most mil.
- */
- to_take = CASUALTY_LUMP;
- if (index < 0) {
- pr("ERROR: Tell the deity that you got the 'green librarian' error\n");
- index = 0;
+ if (to_take >= 0) {
+ for (n = 0; n <= off->last; ++n)
+ if (off[n].type != EF_BAD)
+ off[n].troops = 0;
+ } else {
+ /*
+ * They can all come off mil. We rotate the casualties,
+ * starting with the sector containing the most mil.
+ */
+ to_take = CASUALTY_LUMP;
+ if (index < 0) {
+ pr("ERROR: Tell the deity that you got the 'green librarian' error\n");
+ index = 0;
+ }
+ while (to_take > 0) {
+ for (n = index; n <= off->last && to_take; ++n) {
+ if (off[n].type != EF_BAD && off[n].troops > 0) {
+ --to_take;
+ --off[n].troops;
}
- while (to_take > 0) {
- for (n = index; n <= off->last && to_take; ++n) {
- if (off[n].type != EF_BAD &&
- off[n].troops > 0) {
- --to_take;
- --off[n].troops;
- }
- }
- for (n = 0; n < index && to_take; ++n) {
- if (off[n].type != EF_BAD &&
- off[n].troops > 0) {
- --to_take;
- --off[n].troops;
- }
- }
+ }
+ for (n = 0; n < index && to_take; ++n) {
+ if (off[n].type != EF_BAD && off[n].troops > 0) {
+ --to_take;
+ --off[n].troops;
}
- return CASUALTY_LUMP;
+ }
}
+ return CASUALTY_LUMP;
+ }
- if (QEMPTY(olist))
- return (CASUALTY_LUMP - to_take);
+ if (QEMPTY(olist))
+ return (CASUALTY_LUMP - to_take);
+
+ /*
+ * Need to take some casualties from attacking units
+ * Procedure: find the biggest unit remaining (in
+ * terms of mil) and give it the casualties.
+ */
+ biggest = (struct emp_qelem *)0;
+ biggest_mil = -1;
+ for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
+ llp = (struct llist *)qp;
- /*
- * Need to take some casualties from attacking units
- * Procedure: find the biggest unit remaining (in
- * terms of mil) and give it the casualties.
- */
- biggest = (struct emp_qelem *)0;
- biggest_mil = -1;
- for (qp = olist->q_forw; qp != olist; qp = qp->q_forw){
- llp = (struct llist *)qp;
-
- if (total_mil(&llp->land) > biggest_mil){
- biggest_mil = total_mil(&llp->land);
- biggest = qp;
- }
+ if (total_mil(&llp->land) > biggest_mil) {
+ biggest_mil = total_mil(&llp->land);
+ biggest = qp;
}
- if (biggest == (struct emp_qelem *)0)
- return (CASUALTY_LUMP-to_take);
+ }
+ if (biggest == (struct emp_qelem *)0)
+ return (CASUALTY_LUMP - to_take);
- llp = (struct llist *)biggest;
- cas = lnd_take_casualty(combat_mode,llp,to_take);
- return (CASUALTY_LUMP-(to_take-cas));
+ llp = (struct llist *)biggest;
+ cas = lnd_take_casualty(combat_mode, llp, to_take);
+ return (CASUALTY_LUMP - (to_take - cas));
}
/* Send reacting defense units back to where they came from (at no mob cost) */
static void
send_reacting_units_home(struct combat *def, struct emp_qelem *list)
{
- struct emp_qelem *qp, *next;
- struct llist *llp;
- s_char buf[1024];
-
- for (qp = list->q_forw; qp != list; qp = next) {
- next = qp->q_forw;
- llp = (struct llist *)qp;
- if ((llp->land.lnd_x != llp->x) ||
- (llp->land.lnd_y != llp->y)) {
- sprintf(buf, "returns to %s",
- xyas(llp->x, llp->y, llp->land.lnd_own));
- llp->land.lnd_x = llp->x;
- llp->land.lnd_y = llp->y;
- lnd_delete(llp, buf);
- }
+ struct emp_qelem *qp, *next;
+ struct llist *llp;
+ s_char buf[1024];
+
+ for (qp = list->q_forw; qp != list; qp = next) {
+ next = qp->q_forw;
+ llp = (struct llist *)qp;
+ if ((llp->land.lnd_x != llp->x) || (llp->land.lnd_y != llp->y)) {
+ sprintf(buf, "returns to %s",
+ xyas(llp->x, llp->y, llp->land.lnd_own));
+ llp->land.lnd_x = llp->x;
+ llp->land.lnd_y = llp->y;
+ lnd_delete(llp, buf);
}
+ }
}
/* Check for 0 offense strength. This call will always preceed an abort */
int
att_empty_attack(int combat_mode, int ototal, struct combat *def)
{
- if (ototal <= 0) {
- if (def->own && player->cnum != def->own) {
- wu(0, def->own,
- "%s (#%d) considered %sing you @%s\n",
- cname(player->cnum), player->cnum,
- att_mode[combat_mode],
- xyas(def->x, def->y, def->own));
- }
- pr("No troops for %s...\n", att_mode[combat_mode]);
- return 1;
- }
- return 0;
+ if (ototal <= 0) {
+ if (def->own && player->cnum != def->own) {
+ wu(0, def->own,
+ "%s (#%d) considered %sing you @%s\n",
+ cname(player->cnum), player->cnum,
+ att_mode[combat_mode], xyas(def->x, def->y, def->own));
+ }
+ pr("No troops for %s...\n", att_mode[combat_mode]);
+ return 1;
+ }
+ return 0;
}
/*
*/
static int
-take_def(int combat_mode, struct emp_qelem *list, struct combat *off, struct combat *def)
+take_def(int combat_mode, struct emp_qelem *list, struct combat *off,
+ struct combat *def)
{
- int n;
- int occuppied = 0;
- struct llist *llp, *delete_me = 0;
- s_char buf[1024];
- struct sctstr sect;
- struct shpstr ship;
- struct lndstr land;
-
- for (n = 0; n <= off->last && !occuppied; ++n) {
- if (off[n].type != EF_BAD &&
- off[n].troops > 0 &&
- (off[n].type != EF_SECTOR || off[n].mob)) {
- ++occuppied;
- if (def->type == EF_LAND) {
- if (def->lnd_lcp->l_flags & L_SPY) {
- continue;
- }
- }
- --(off[n].troops);
- --(off[n].mil);
- ++def->mil;
- pr("1 mil from %s moves %s\n",
- prcom(0, off + n), prcom(2, def));
+ int n;
+ int occuppied = 0;
+ struct llist *llp, *delete_me = 0;
+ s_char buf[1024];
+ struct sctstr sect;
+ struct shpstr ship;
+ struct lndstr land;
+
+ for (n = 0; n <= off->last && !occuppied; ++n) {
+ if (off[n].type != EF_BAD &&
+ off[n].troops > 0 &&
+ (off[n].type != EF_SECTOR || off[n].mob)) {
+ ++occuppied;
+ if (def->type == EF_LAND) {
+ if (def->lnd_lcp->l_flags & L_SPY) {
+ continue;
}
+ }
+ --(off[n].troops);
+ --(off[n].mil);
+ ++def->mil;
+ pr("1 mil from %s moves %s\n",
+ prcom(0, off + n), prcom(2, def));
}
- if (!occuppied) {
- if (QEMPTY(list)) {
- pr("%s left unoccupied\n", prcom(0, def));
- if (def->own)
- wu(0, def->own,
- "No enemy troops moved %s so you still own it!\n", pr_com(2, def, def->own));
- return 0;
- } else {
- llp = (struct llist *)list->q_forw;
- llp->land.lnd_x = def->x;
- llp->land.lnd_y = def->y;
- take_move_in_mob(combat_mode, llp, off, def);
- if (def->type == EF_SHIP) {
- llp->land.lnd_ship = def->shp_uid;
- sprintf(buf, "boards %s", prcom(0, def));
- delete_me = llp;
- } else {
- llp->land.lnd_ship = -1;
- sprintf(buf, "moves in to occupy %s",
- xyas(def->x, def->y, player->cnum));
- lnd_delete(llp, buf);
- }
- }
+ }
+ if (!occuppied) {
+ if (QEMPTY(list)) {
+ pr("%s left unoccupied\n", prcom(0, def));
+ if (def->own)
+ wu(0, def->own,
+ "No enemy troops moved %s so you still own it!\n",
+ pr_com(2, def, def->own));
+ return 0;
+ } else {
+ llp = (struct llist *)list->q_forw;
+ llp->land.lnd_x = def->x;
+ llp->land.lnd_y = def->y;
+ take_move_in_mob(combat_mode, llp, off, def);
+ if (def->type == EF_SHIP) {
+ llp->land.lnd_ship = def->shp_uid;
+ sprintf(buf, "boards %s", prcom(0, def));
+ delete_me = llp;
+ } else {
+ llp->land.lnd_ship = -1;
+ sprintf(buf, "moves in to occupy %s",
+ xyas(def->x, def->y, player->cnum));
+ lnd_delete(llp, buf);
+ }
}
- put_combat(def);
- if (def->type == EF_SECTOR) {
- getsect(def->x, def->y, §);
- takeover(§, player->cnum);
- if (sect.sct_type == SCT_CAPIT || sect.sct_type == SCT_MOUNT)
- caploss(§, def->own,
- "* We have captured %s's capital, sir! *\n");
- putsect(§);
- } else if (def->type == EF_SHIP) {
- getship(def->shp_uid, &ship);
- takeover_ship(&ship, player->cnum, 1);
- putship(ship.shp_uid, &ship);
- } else if (def->type == EF_LAND) {
- getland(def->lnd_uid, &land);
- takeover_land(&land, player->cnum, 1);
- putland(land.lnd_uid, &land);
- }
- if (delete_me)
- lnd_delete(delete_me, buf);
- att_get_combat(def, 0);
- return 1;
+ }
+ put_combat(def);
+ if (def->type == EF_SECTOR) {
+ getsect(def->x, def->y, §);
+ takeover(§, player->cnum);
+ if (sect.sct_type == SCT_CAPIT || sect.sct_type == SCT_MOUNT)
+ caploss(§, def->own,
+ "* We have captured %s's capital, sir! *\n");
+ putsect(§);
+ } else if (def->type == EF_SHIP) {
+ getship(def->shp_uid, &ship);
+ takeover_ship(&ship, player->cnum, 1);
+ putship(ship.shp_uid, &ship);
+ } else if (def->type == EF_LAND) {
+ getland(def->lnd_uid, &land);
+ takeover_land(&land, player->cnum, 1);
+ putland(land.lnd_uid, &land);
+ }
+ if (delete_me)
+ lnd_delete(delete_me, buf);
+ att_get_combat(def, 0);
+ return 1;
}
/*
*/
static void
-ask_move_in(struct combat *off, struct emp_qelem *olist, struct combat *def)
+ask_move_in(struct combat *off, struct emp_qelem *olist,
+ struct combat *def)
{
- int n;
- struct emp_qelem *qp, *next;
- struct llist *llp;
- s_char buf[512];
- s_char prompt[512];
- s_char land_answer[1024];
- s_char *answerp;
-
- for (n = 0; n <= off->last; ++n)
- if (off[n].type != EF_BAD && off[n].troops > 0)
- if (off[n].mob) {
- ask_move_in_off(&off[n], def);
- if (player->aborted)
- break;
- }
-
- if (QEMPTY(olist))
- return;
- bzero(land_answer, sizeof(land_answer));
+ int n;
+ struct emp_qelem *qp, *next;
+ struct llist *llp;
+ s_char buf[512];
+ s_char prompt[512];
+ s_char land_answer[1024];
+ s_char *answerp;
+
+ for (n = 0; n <= off->last; ++n)
+ if (off[n].type != EF_BAD && off[n].troops > 0)
+ if (off[n].mob) {
+ ask_move_in_off(&off[n], def);
+ if (player->aborted)
+ break;
+ }
+
+ if (QEMPTY(olist))
+ return;
+ bzero(land_answer, sizeof(land_answer));
+ for (qp = olist->q_forw; qp != olist; qp = next) {
+ next = qp->q_forw;
+ llp = (struct llist *)qp;
+ answerp = &land_answer[(int)llp->land.lnd_army];
+ if (player->aborted || att_get_combat(def, 0) < 0)
+ *answerp = 'N';
+ if (*answerp == 'Y')
+ continue;
+ if (*answerp != 'N') {
+ if (!get_land(A_ATTACK, def, llp->land.lnd_uid, llp, 0))
+ continue;
+ sprintf(prompt, "Move in with %s (%c %d%%) [ynYNq?] ",
+ prland(&llp->land),
+ llp->land.lnd_army == ' ' ? '~' : llp->land.lnd_army,
+ llp->land.lnd_effic);
+ *answerp = att_prompt(prompt, llp->land.lnd_army);
+ if (player->aborted || att_get_combat(def, 0) < 0)
+ *answerp = 'N';
+ if (!get_land(A_ATTACK, def, llp->land.lnd_uid, llp, 0))
+ continue;
+ }
+ if (*answerp == 'y' || *answerp == 'Y')
+ continue;
+ sprintf(buf, "stays in %s",
+ xyas(llp->land.lnd_x, llp->land.lnd_y, player->cnum));
+ lnd_delete(llp, buf);
+ }
+ if (QEMPTY(olist))
+ return;
+ if (att_get_combat(def, 0) < 0) {
for (qp = olist->q_forw; qp != olist; qp = next) {
- next = qp->q_forw;
- llp = (struct llist *)qp;
- answerp = &land_answer[(int)llp->land.lnd_army];
- if (player->aborted ||
- att_get_combat(def, 0) < 0)
- *answerp = 'N';
- if (*answerp == 'Y')
- continue;
- if (*answerp != 'N') {
- if (!get_land(A_ATTACK, def,llp->land.lnd_uid, llp, 0))
- continue;
- sprintf(prompt, "Move in with %s (%c %d%%) [ynYNq?] ",
- prland(&llp->land),
- llp->land.lnd_army==' '?'~':llp->land.lnd_army,
- llp->land.lnd_effic);
- *answerp = att_prompt(prompt, llp->land.lnd_army);
- if (player->aborted ||
- att_get_combat(def, 0) < 0)
- *answerp = 'N';
- if (!get_land(A_ATTACK,def, llp->land.lnd_uid, llp, 0))
- continue;
- }
- if (*answerp == 'y' || *answerp == 'Y')
- continue;
- sprintf(buf, "stays in %s",
- xyas(llp->land.lnd_x, llp->land.lnd_y, player->cnum));
- lnd_delete(llp, buf);
+ next = qp->q_forw;
+ llp = (struct llist *)qp;
+ if (!get_land(A_ATTACK, def, llp->land.lnd_uid, llp, 0))
+ continue;
+ sprintf(buf, "stays in %s",
+ xyas(llp->land.lnd_x, llp->land.lnd_y, player->cnum));
+ lnd_delete(llp, buf);
}
- if (QEMPTY(olist))
- return;
- if (att_get_combat(def, 0) < 0) {
- for (qp = olist->q_forw; qp != olist; qp = next) {
- next = qp->q_forw;
- llp = (struct llist *)qp;
- if (!get_land(A_ATTACK,def,llp->land.lnd_uid, llp, 0))
- continue;
- sprintf(buf, "stays in %s",
- xyas(llp->land.lnd_x, llp->land.lnd_y, player->cnum));
- lnd_delete(llp, buf);
- }
- return;
- }
- if (opt_INTERDICT_ATT)
- lnd_interdict(olist, def->x, def->y, player->cnum);
- move_in_land(A_ATTACK, off, olist, def);
+ return;
+ }
+ if (opt_INTERDICT_ATT)
+ lnd_interdict(olist, def->x, def->y, player->cnum);
+ move_in_land(A_ATTACK, off, olist, def);
}
/* Move offensive land units to the conquered sector or ship */
static void
-move_in_land(int combat_mode, struct combat *off, struct emp_qelem *olist, struct combat *def)
+move_in_land(int combat_mode, struct combat *off, struct emp_qelem *olist,
+ struct combat *def)
{
- struct emp_qelem *qp, *next;
- struct llist *llp;
- s_char buf[512];
+ struct emp_qelem *qp, *next;
+ struct llist *llp;
+ s_char buf[512];
- if (QEMPTY(olist))
- return;
- for (qp = olist->q_forw; qp != olist; qp = next) {
- next = qp->q_forw;
- llp = (struct llist *)qp;
- if (!get_land(combat_mode, def,llp->land.lnd_uid, llp, 0))
- continue;
- take_move_in_mob(combat_mode, llp, off, def);
- llp->land.lnd_x = def->x;
- llp->land.lnd_y = def->y;
- if (def->type == EF_SHIP)
- llp->land.lnd_ship = def->shp_uid;
- else
- llp->land.lnd_ship = -1;
- }
- if (QEMPTY(olist))
- return;
- if (def->type == EF_SECTOR) {
- if (opt_INTERDICT_ATT) {
- lnd_sweep(olist, 0, 0, def->own);
- lnd_check_mines(olist);
- }
- sprintf(buf, "now occupies %s", prcom(0, def));
- } else {
- sprintf(buf, "boards %s", prcom(0, def));
- }
- if (QEMPTY(olist))
- return;
- for (qp = olist->q_forw; qp != olist; qp = next) {
- next = qp->q_forw;
- llp = (struct llist *)qp;
- lnd_print(llp, buf);
+ if (QEMPTY(olist))
+ return;
+ for (qp = olist->q_forw; qp != olist; qp = next) {
+ next = qp->q_forw;
+ llp = (struct llist *)qp;
+ if (!get_land(combat_mode, def, llp->land.lnd_uid, llp, 0))
+ continue;
+ take_move_in_mob(combat_mode, llp, off, def);
+ llp->land.lnd_x = def->x;
+ llp->land.lnd_y = def->y;
+ if (def->type == EF_SHIP)
+ llp->land.lnd_ship = def->shp_uid;
+ else
+ llp->land.lnd_ship = -1;
+ }
+ if (QEMPTY(olist))
+ return;
+ if (def->type == EF_SECTOR) {
+ if (opt_INTERDICT_ATT) {
+ lnd_sweep(olist, 0, 0, def->own);
+ lnd_check_mines(olist);
}
- if (QEMPTY(olist))
- return;
- lnd_put(olist, 0);
+ sprintf(buf, "now occupies %s", prcom(0, def));
+ } else {
+ sprintf(buf, "boards %s", prcom(0, def));
+ }
+ if (QEMPTY(olist))
+ return;
+ for (qp = olist->q_forw; qp != olist; qp = next) {
+ next = qp->q_forw;
+ llp = (struct llist *)qp;
+ lnd_print(llp, buf);
+ }
+ if (QEMPTY(olist))
+ return;
+ lnd_put(olist, 0);
}
/*
*/
void
-att_move_in_off(int combat_mode, struct combat *off, struct emp_qelem *olist, struct combat *def)
+att_move_in_off(int combat_mode, struct combat *off,
+ struct emp_qelem *olist, struct combat *def)
{
- struct sctstr sect;
- struct shpstr ship;
- struct lndstr land;
- int defvec[I_MAX+1];
- int shipvec[I_MAX+1];
- int troops;
- int n, lunchbox = 0;
- s_char *thing;
-
- move_in_land(combat_mode, off, olist, def);
-
- for (n = 0; n <= off->last; ++n) {
- if (off[n].type == EF_BAD || !off[n].troops)
- continue;
- troops = off[n].troops;
- off[n].troops = 0;
- off[n].mil -= troops;
- def->mil += troops;
- put_combat(off + n);
- if (combat_mode == A_ASSAULT) {
- getship(off[n].shp_uid, &ship);
- getvec(VT_ITEM, shipvec, (s_char *)&ship, EF_SHIP);
- lunchbox += (int)((troops + 1) * shipvec[I_FOOD] /
- (shipvec[I_MILIT] + troops + shipvec[I_CIVIL] + 0.5));
- shipvec[I_FOOD] -= lunchbox;
- putvec(VT_ITEM, shipvec, (s_char *)&ship, EF_SHIP);
- putship(ship.shp_uid, &ship);
- }
+ struct sctstr sect;
+ struct shpstr ship;
+ struct lndstr land;
+ int defvec[I_MAX + 1];
+ int shipvec[I_MAX + 1];
+ int troops;
+ int n, lunchbox = 0;
+ s_char *thing;
+
+ move_in_land(combat_mode, off, olist, def);
+
+ for (n = 0; n <= off->last; ++n) {
+ if (off[n].type == EF_BAD || !off[n].troops)
+ continue;
+ troops = off[n].troops;
+ off[n].troops = 0;
+ off[n].mil -= troops;
+ def->mil += troops;
+ put_combat(off + n);
+ if (combat_mode == A_ASSAULT) {
+ getship(off[n].shp_uid, &ship);
+ getvec(VT_ITEM, shipvec, (s_char *)&ship, EF_SHIP);
+ lunchbox += (int)((troops + 1) * shipvec[I_FOOD] /
+ (shipvec[I_MILIT] + troops +
+ shipvec[I_CIVIL] + 0.5));
+ shipvec[I_FOOD] -= lunchbox;
+ putvec(VT_ITEM, shipvec, (s_char *)&ship, EF_SHIP);
+ putship(ship.shp_uid, &ship);
}
- put_combat(def);
- if (!lunchbox)
- return;
+ }
+ put_combat(def);
+ if (!lunchbox)
+ return;
- if (def->type == EF_SECTOR) {
- getsect(def->x, def->y, §);
- thing = (s_char *)§
- } else if (def->type == EF_SHIP) {
- getship(def->shp_uid, &ship);
- thing = (s_char *)&ship;
- } else if (def->type == EF_LAND) {
- getship(def->lnd_uid, &land);
- thing = (s_char *)&land;
- } else {
- pr("Please tell the deity that you got the 'hungry mole' error\n");
- return;
- }
- getvec(VT_ITEM, defvec, thing, def->type);
- defvec[I_FOOD] += lunchbox;
- putvec(VT_ITEM, defvec, thing, def->type);
- if (def->type == EF_SECTOR)
- putsect(§);
- else if (def->type == EF_SHIP)
- putship(ship.shp_uid, &ship);
- else
- putland(land.lnd_uid, &land);
+ if (def->type == EF_SECTOR) {
+ getsect(def->x, def->y, §);
+ thing = (s_char *)§
+ } else if (def->type == EF_SHIP) {
+ getship(def->shp_uid, &ship);
+ thing = (s_char *)&ship;
+ } else if (def->type == EF_LAND) {
+ getship(def->lnd_uid, &land);
+ thing = (s_char *)&land;
+ } else {
+ pr("Please tell the deity that you got the 'hungry mole' error\n");
+ return;
+ }
+ getvec(VT_ITEM, defvec, thing, def->type);
+ defvec[I_FOOD] += lunchbox;
+ putvec(VT_ITEM, defvec, thing, def->type);
+ if (def->type == EF_SECTOR)
+ putsect(§);
+ else if (def->type == EF_SHIP)
+ putship(ship.shp_uid, &ship);
+ else
+ putland(land.lnd_uid, &land);
}
static void
ask_move_in_off(struct combat *off, struct combat *def)
{
- int mob_support;
- int num_mil, dam = 0, left;
- double d, weight;
- s_char prompt[512];
- s_char buf[1024];
- s_char *p;
-
- if (att_get_combat(off, 0) <= 0)
- return;
- if (att_get_combat(def, 0) < 0)
- return;
- if (off->own != player->cnum)
- return;
- d = sector_mcost(getsectp(def->x, def->y), MOB_ROAD);
- if ((mob_support = min(off->troops, (int)(off->mob / d))) <= 0)
- return;
- sprintf(prompt,"How many mil to move in from %s (%d max)? ", xyas(off->x, off->y, player->cnum), mob_support);
- if (!(p = getstring(prompt, buf)) ||
- !*p ||
- (num_mil = atoi(p)) <= 0) {
- num_mil = 0;
- return;
- }
+ int mob_support;
+ int num_mil, dam = 0, left;
+ double d, weight;
+ s_char prompt[512];
+ s_char buf[1024];
+ s_char *p;
+
+ if (att_get_combat(off, 0) <= 0)
+ return;
+ if (att_get_combat(def, 0) < 0)
+ return;
+ if (off->own != player->cnum)
+ return;
+ d = sector_mcost(getsectp(def->x, def->y), MOB_ROAD);
+ if ((mob_support = min(off->troops, (int)(off->mob / d))) <= 0)
+ return;
+ sprintf(prompt, "How many mil to move in from %s (%d max)? ",
+ xyas(off->x, off->y, player->cnum), mob_support);
+ if (!(p = getstring(prompt, buf)) || !*p || (num_mil = atoi(p)) <= 0) {
+ num_mil = 0;
+ return;
+ }
/* Make sure we don't move in more than we can support mobility-wise */
- if (num_mil > mob_support)
- num_mil = mob_support;
- if (att_get_combat(off, 0) <= 0)
- return;
- if (att_get_combat(def, 0) < 0)
- return;
- if ((num_mil = min(off->troops, num_mil)) <= 0) {
- pr("No mil moved in from %s\n",
- xyas(off->x, off->y, player->cnum));
- return;
+ if (num_mil > mob_support)
+ num_mil = mob_support;
+ if (att_get_combat(off, 0) <= 0)
+ return;
+ if (att_get_combat(def, 0) < 0)
+ return;
+ if ((num_mil = min(off->troops, num_mil)) <= 0) {
+ pr("No mil moved in from %s\n",
+ xyas(off->x, off->y, player->cnum));
+ return;
+ }
+ mob_support = max(1, (int)(num_mil * d));
+ off->mob -= min(off->mob, mob_support);
+ off->mil -= num_mil;
+ off->troops -= num_mil;
+ put_combat(off);
+ left = num_mil;
+ weight = num_mil * ichr[I_MILIT].i_lbs;
+ if (opt_INTERDICT_ATT && chance(weight / 200.0)) {
+ if (chance(weight / 100.0))
+ dam +=
+ ground_interdict(def->x, def->y, player->cnum, "military");
+ dam += check_lmines(def->x, def->y, weight);
+ }
+
+ if (dam) {
+ left = commdamage(num_mil, dam, V_MILIT);
+ if (left < num_mil) {
+ if (left) {
+ pr("%d of the mil you were moving were destroyed!\nOnly %d mil made it to %s\n", num_mil - left, left, xyas(def->x, def->y, player->cnum));
+ } else {
+ pr("All of the mil you were moving were destroyed!\n");
+ }
}
- mob_support = max(1,(int)(num_mil * d));
- off->mob -= min(off->mob, mob_support);
- off->mil -= num_mil;
- off->troops -= num_mil;
- put_combat(off);
- left = num_mil;
- weight = num_mil * ichr[I_MILIT].i_lbs;
- if (opt_INTERDICT_ATT && chance(weight / 200.0)) {
- if (chance(weight/100.0))
- dam += ground_interdict(def->x, def->y, player->cnum, "military");
- dam += check_lmines(def->x, def->y, weight);
- }
-
- if (dam) {
- left = commdamage(num_mil, dam, V_MILIT);
- if (left < num_mil) {
- if (left) {
- pr("%d of the mil you were moving were destroyed!\nOnly %d mil made it to %s\n",
- num_mil - left,
- left,
- xyas(def->x, def->y, player->cnum));
- } else {
- pr("All of the mil you were moving were destroyed!\n");
- }
- }
- /* maybe got nuked */
- if (att_get_combat(def, 0) < 0)
- return;
- }
- def->mil += left;
- put_combat(def);
+ /* maybe got nuked */
+ if (att_get_combat(def, 0) < 0)
+ return;
+ }
+ def->mil += left;
+ put_combat(def);
}
/* Charge land units for moving into a sector or onto a ship */
static void
-take_move_in_mob(int combat_mode, struct llist *llp, struct combat *off, struct combat *def)
+take_move_in_mob(int combat_mode, struct llist *llp, struct combat *off,
+ struct combat *def)
{
- extern int etu_per_update;
- extern float land_mob_scale;
- int mobcost;
- int new;
-
- switch (combat_mode) {
- case A_ATTACK:
- mobcost = lnd_mobcost(&llp->land, getsectp(def->x, def->y), MOB_NONE);
- new = llp->land.lnd_mobil - mobcost;
- if (new < -127)
- new = -127;
- llp->land.lnd_mobil = new;
- break;
- case A_ASSAULT:
- if (off->shp_mcp->m_flags & M_LAND) {
- if (llp->lcp->l_flags & L_MARINE)
- llp->land.lnd_mobil -= ((float)etu_per_update *land_mob_scale*0.5);
- else
- llp->land.lnd_mobil -= ((float)etu_per_update
- *land_mob_scale);
- } else {
- if (llp->lcp->l_flags & L_MARINE)
- llp->land.lnd_mobil = 0;
- else
- llp->land.lnd_mobil = (((float)etu_per_update
- *land_mob_scale)*(-1));
- }
- break;
- case A_BOARD:
- /* I arbitrarily chose the numbers 10 and 40 below -KHS */
- if (llp->lcp->l_flags & L_MARINE)
- llp->land.lnd_mobil -= 10;
- else
- llp->land.lnd_mobil -= 40;
- break;
- }
+ extern int etu_per_update;
+ extern float land_mob_scale;
+ int mobcost;
+ int new;
+
+ switch (combat_mode) {
+ case A_ATTACK:
+ mobcost =
+ lnd_mobcost(&llp->land, getsectp(def->x, def->y), MOB_NONE);
+ new = llp->land.lnd_mobil - mobcost;
+ if (new < -127)
+ new = -127;
+ llp->land.lnd_mobil = new;
+ break;
+ case A_ASSAULT:
+ if (off->shp_mcp->m_flags & M_LAND) {
+ if (llp->lcp->l_flags & L_MARINE)
+ llp->land.lnd_mobil -=
+ ((float)etu_per_update * land_mob_scale * 0.5);
+ else
+ llp->land.lnd_mobil -= ((float)etu_per_update
+ * land_mob_scale);
+ } else {
+ if (llp->lcp->l_flags & L_MARINE)
+ llp->land.lnd_mobil = 0;
+ else
+ llp->land.lnd_mobil = (((float)etu_per_update
+ * land_mob_scale) * (-1));
+ }
+ break;
+ case A_BOARD:
+ /* I arbitrarily chose the numbers 10 and 40 below -KHS */
+ if (llp->lcp->l_flags & L_MARINE)
+ llp->land.lnd_mobil -= 10;
+ else
+ llp->land.lnd_mobil -= 40;
+ break;
+ }
}
static void
free_list(struct emp_qelem *list)
{
- register struct emp_qelem *qp, *next;
+ register struct emp_qelem *qp, *next;
- if (!list || QEMPTY(list))
- return;
+ if (!list || QEMPTY(list))
+ return;
- qp = list->q_forw;
- while(qp != list) {
- next = qp->q_forw;
- emp_remque(qp);
- free(qp);
- qp = next;
- }
+ qp = list->q_forw;
+ while (qp != list) {
+ next = qp->q_forw;
+ emp_remque(qp);
+ free(qp);
+ qp = next;
+ }
}
int
att_free_lists(struct emp_qelem *olist, struct emp_qelem *dlist)
{
- free_list(olist);
- free_list(dlist);
- return RET_OK;
+ free_list(olist);
+ free_list(dlist);
+ return RET_OK;
}
/*
d = 1.0;
if (sp->sct_type == SCT_MOUNT)
- d = 2.0;
+ d = 2.0;
d = d + ((double)(dchr[sp->sct_type].d_dstr - d) *
((double)sp->sct_defense / 100.0));