/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * See files README, COPYING and CREDITS in the root of the source
+ * tree for related information and legal notices. It is expected
+ * that future projects/authors will amend these files as needed.
*
* ---
*
* detonate.c: Detonate a nuclear device in a sector.
- *
+ *
* Known contributors to this file:
* Steve McClure, 1998-2000
+ * Markus Armbruster, 2004-2012
*/
-#include "misc.h"
-#include "player.h"
-#include "xy.h"
-#include "nat.h"
+#include <config.h>
+
+#include "chance.h"
#include "file.h"
-#include "sect.h"
-#include "nuke.h"
-#include "ship.h"
#include "land.h"
+#include "map.h"
+#include "misc.h"
+#include "nat.h"
#include "news.h"
-#include "plane.h"
#include "nsc.h"
-#include "var.h"
+#include "nuke.h"
#include "optlist.h"
+#include "plane.h"
+#include "player.h"
#include "prototypes.h"
+#include "sect.h"
+#include "ship.h"
+#include "xy.h"
-void kaboom(int x, int y, int rad, natid cn);
+static void kaboom(int x, int y, int rad);
int
-detonate(struct plnstr *pp, int x, int y)
+detonate(struct nukstr *np, coord x, coord y, int airburst)
{
- int nuketype = pp->pln_nuketype;
- natid bombown = pp->pln_own;
- int airburst = (pp->pln_flags & PLN_AIRBURST);
- struct nchrstr *ncp;
- struct plnstr plane;
- struct sctstr sect;
- struct shpstr ship;
- struct lndstr land;
- struct nukstr nuke;
- s_char *bp;
- s_char buf[128];
- s_char buf2[128];
- natid own;
- int type;
- int damage;
- int fallout;
- int rad;
- struct nstr_sect ns;
- struct nstr_item ni;
- int issea = 0;
- int retval;
+ int nuketype = np->nuk_type;
+ struct nchrstr *ncp;
+ struct plnstr plane;
+ struct sctstr sect;
+ struct shpstr ship;
+ struct lndstr land;
+ struct nukstr nuke;
+ natid own;
+ int type;
+ int damage;
+ int fallout;
+ int rad;
+ struct nstr_sect ns;
+ struct nstr_item ni;
+ int changed = 0;
- pp->pln_nuketype = -1;
- getsect(x,y,§);
- if (sect.sct_type == SCT_WATER)
- issea = 1;
- ncp = &nchr[nuketype];
- kaboom(x, y, ncp->n_blast, bombown);
- rad = ncp->n_blast;
- if (!airburst)
- rad = rad * 2 / 3;
- snxtsct_dist(&ns, x, y, rad);
- while (nxtsct(&ns, §)) {
- /* Nukes falling on water affect only 1 sector */
- if ((sect.sct_x != x) && issea)
- continue;
- if ((sect.sct_y != y) && issea)
- continue;
- own = sect.sct_own;
- type = sect.sct_type;
- if ((damage = nukedamage(ncp, ns.curdist, airburst)) <= 0)
- continue;
- if (type == SCT_SANCT) {
- mpr(bombown,"bounced off %s\n", xyas(ns.x, ns.y, bombown));
- if(own != 0)
- mpr(own, "%s nuclear device bounced off %s\n",
- cname(bombown), xyas(ns.x, ns.y, bombown));
- nreport(bombown, N_NUKE, own, 1);
- continue;
- }
- if (opt_FALLOUT)
- fallout = getvar(V_FALLOUT,(s_char *)§,EF_SECTOR);
- sect_damage(§, damage, 0);
- if (sect.sct_x == x && sect.sct_y == y)
- retval = damage;
- if (opt_FALLOUT) {
- if (opt_NEUTRON && (ncp->n_flags & N_NEUT))
- fallout += damage*30;
- else
- fallout += damage*3;
- putvar(V_FALLOUT,fallout,(s_char *)§,EF_SECTOR);
- }
- if (damage > 100) {
- makelost(EF_SECTOR, sect.sct_own, 0, sect.sct_x, sect.sct_y);
- sect.sct_oldown = 0;
- sect.sct_own = 0;
- if (type == SCT_WATER || type == SCT_BSPAN ||
- type == SCT_BTOWER) {
- bp = "left nothing but water in %s\n";
- if (type != SCT_WATER) {
- sect.sct_newtype = SCT_WATER;
- sect.sct_type = SCT_WATER;
- }
- } else {
- sect.sct_newtype = SCT_WASTE;
- sect.sct_type = SCT_WASTE;
- bp = "turned %s into a radioactive wasteland\n";
+ pr("Releasing RV's for %s detonation...\n",
+ airburst ? "airburst" : "groundburst");
+
+ getsect(x, y, §);
+ ncp = &nchr[nuketype];
+ kaboom(x, y, ncp->n_blast);
+ rad = ncp->n_blast;
+ if (!airburst)
+ rad = rad * 2 / 3;
+ if (sect.sct_type == SCT_WATER)
+ rad = 0; /* Nukes falling on water affect only 1 sector */
+ np->nuk_effic = 0;
+ putnuke(np->nuk_uid, np);
+
+ snxtsct_dist(&ns, x, y, rad);
+ while (nxtsct(&ns, §)) {
+ own = sect.sct_own;
+ type = sect.sct_type;
+ if ((damage = nukedamage(ncp, ns.curdist, airburst)) <= 0)
+ continue;
+ if (type == SCT_SANCT) {
+ pr("bounced off %s\n", xyas(ns.x, ns.y, player->cnum));
+ mpr(own, "%s nuclear device bounced off %s\n",
+ cname(player->cnum), xyas(ns.x, ns.y, own));
+ nreport(player->cnum, N_NUKE, own, 1);
+ continue;
+ }
+ sect_damage(§, damage);
+ if (opt_FALLOUT) {
+ fallout = sect.sct_fallout;
+ if (ncp->n_flags & N_NEUT)
+ fallout += damage * 30;
+ else
+ fallout += damage * 3;
+ sect.sct_fallout = MIN(fallout, FALLOUT_MAX);
+ }
+ if (damage > 100) {
+ sect.sct_oldown = 0;
+ sect.sct_own = 0;
+ if (type == SCT_WATER || type == SCT_BSPAN ||
+ type == SCT_BTOWER) {
+ if (type != SCT_WATER) {
+ pr("left nothing but water in %s\n",
+ xyas(ns.x, ns.y, player->cnum));
+ if (own != player->cnum)
+ mpr(own,
+ "%s nuclear device left nothing but water in %s\n",
+ cname(player->cnum), xyas(ns.x, ns.y, own));
+ sect.sct_newtype = SCT_WATER;
+ sect.sct_type = SCT_WATER;
}
} else {
- sprintf(buf, "did %d%%%% damage in %%s\n", damage);
- bp = buf;
- }
- if ((type == SCT_CAPIT || type == SCT_MOUNT) && damage >= 100)
- caploss(§, own, "\n%s lost its capital!\n\n");
- (void) putsect(§);
- if (type != SCT_WATER)
- nreport(bombown, N_NUKE, own, 1);
- mpr(bombown,bp, xyas(ns.x, ns.y, bombown));
- if (own != bombown && own != 0) {
- (void) sprintf(buf2, bp, xyas(ns.x, ns.y, own));
- mpr(own, "%s nuclear device %s\n",
- cname(bombown), buf2);
+ sect.sct_newtype = SCT_WASTE;
+ sect.sct_type = SCT_WASTE;
+ pr("turned %s into a radioactive wasteland\n",
+ xyas(ns.x, ns.y, player->cnum));
+ if (own != player->cnum)
+ mpr(own,
+ "%s nuclear device turned %s into a radioactive wasteland\n",
+ cname(player->cnum), xyas(ns.x, ns.y, own));
}
+ changed |= map_set(player->cnum, sect.sct_x, sect.sct_y,
+ dchr[sect.sct_type].d_mnem, 0);
+ } else {
+ pr("did %d%% damage in %s\n",
+ damage, xyas(ns.x, ns.y, player->cnum));
+ if (own != player->cnum)
+ mpr(own, "%s nuclear device did %d%% damage in %s\n",
+ cname(player->cnum), damage, xyas(ns.x, ns.y, own));
}
- snxtitem_dist(&ni, EF_PLANE, x, y, rad);
- while (nxtitem(&ni, (caddr_t)&plane)) {
- /* Nukes falling on water affect only 1 sector */
- if ((plane.pln_x != x) && issea)
- continue;
- if ((plane.pln_y != y) && issea)
- continue;
- if ((own = plane.pln_own) == 0)
- continue;
- if ((plane.pln_flags & PLN_LAUNCHED) && (airburst != 2))
- continue;
- damage = nukedamage(ncp, ni.curdist, airburst) - plane.pln_harden;
- if (damage <= 0)
- continue;
- if (plane.pln_ship >= 0) {
- /* Are we on a sub? */
- getship(plane.pln_ship, &ship);
+ (void)putsect(§);
+ if (type != SCT_WATER)
+ nreport(player->cnum, N_NUKE, own, 1);
+ }
- if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
- struct sctstr sect1;
-
- /* Should we damage this sub? */
- getsect(ship.shp_x,ship.shp_y,§1);
-
- if (sect1.sct_type == SCT_BSPAN ||
- sect1.sct_type == SCT_BTOWER ||
- sect1.sct_type == SCT_WATER) {
- /* Ok, we're not in a harbor or trapped
- inland. Now, did we get pasted
- directly? */
- if (ship.shp_x != x || ship.shp_y != y) {
- /* Nope, so don't mess with it */
- continue;
- }
- }
- }
- }
- planedamage(&plane, damage);
- if (own == bombown) {
- mpr(bombown,"%s at %s reports %d%% damage\n",
- prplane(&plane),
- xyas(plane.pln_x, plane.pln_y, own),
- damage);
- } else {
- if(own != 0)
- mpr(own,
- "%s nuclear device did %d%% damage to %s at %s\n",
- cname(bombown), damage,
- prplane(&plane),
- xyas(plane.pln_x, plane.pln_y, own));
- }
- putplane(ni.cur, &plane);
- }
- snxtitem_dist(&ni, EF_LAND, x, y, rad);
- while (nxtitem(&ni, (caddr_t)&land)) {
- /* Nukes falling on water affect only 1 sector */
- if ((land.lnd_x != x) && issea)
- continue;
- if ((land.lnd_y != y) && issea)
- continue;
- if ((own = land.lnd_own) == 0)
- continue;
- if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
- continue;
+ if (changed)
+ writebmap(player->cnum);
+
+ snxtitem_dist(&ni, EF_PLANE, x, y, rad);
+ while (nxtitem(&ni, &plane)) {
+ if ((own = plane.pln_own) == 0)
+ continue;
+ if (plane.pln_flags & PLN_LAUNCHED)
+ continue;
+ damage = nukedamage(ncp, ni.curdist, airburst) - plane.pln_harden;
+ if (damage <= 0)
+ continue;
+ if (plane.pln_ship >= 0) {
+ /* Are we on a sub? */
+ getship(plane.pln_ship, &ship);
- if (land.lnd_ship >= 0) {
- /* Are we on a sub? */
- getship(land.lnd_ship, &ship);
+ if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
+ struct sctstr sect1;
- if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
- struct sctstr sect1;
-
- /* Should we damage this sub? */
- getsect(ship.shp_x,ship.shp_y,§1);
-
- if (sect1.sct_type == SCT_BSPAN ||
- sect1.sct_type == SCT_BTOWER ||
- sect1.sct_type == SCT_WATER) {
- /* Ok, we're not in a harbor or trapped
- inland. Now, did we get pasted
- directly? */
- if (ship.shp_x != x || ship.shp_y != y) {
+ /* Should we damage this sub? */
+ getsect(ship.shp_x, ship.shp_y, §1);
+
+ if (sect1.sct_type == SCT_BSPAN ||
+ sect1.sct_type == SCT_BTOWER ||
+ sect1.sct_type == SCT_WATER) {
+ /* Ok, we're not in a harbor or trapped
+ inland. Now, did we get pasted
+ directly? */
+ if (ship.shp_x != x || ship.shp_y != y) {
/* Nope, so don't mess with it */
continue;
- }
}
- }
}
- land_damage(&land, damage);
- if (own == bombown) {
- mpr(bombown,"%s at %s reports %d%% damage\n",
- prland(&land),
- xyas(land.lnd_x, land.lnd_y, own), damage);
- } else {
- if(own != 0)
- mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
- cname(bombown), damage,
- prland(&land),
- xyas(land.lnd_x, land.lnd_y, own));
- }
- putland(land.lnd_uid, &land);
+ }
}
- snxtitem_dist(&ni, EF_SHIP, x, y, rad);
- while (nxtitem(&ni, (caddr_t)&ship)) {
- /* Nukes falling on water affect only 1 sector */
- if ((ship.shp_x != x) && issea)
- continue;
- if ((ship.shp_y != y) && issea)
- continue;
- if ((own = ship.shp_own) == 0)
- continue;
- if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
- continue;
- if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
- struct sctstr sect1;
+ planedamage(&plane, damage);
+ if (own == player->cnum) {
+ pr("%s at %s reports %d%% damage\n",
+ prplane(&plane),
+ xyas(plane.pln_x, plane.pln_y, player->cnum), damage);
+ } else {
+ mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
+ cname(player->cnum), damage,
+ prplane(&plane), xyas(plane.pln_x, plane.pln_y, own));
+ }
+ putplane(ni.cur, &plane);
+ }
+
+ snxtitem_dist(&ni, EF_LAND, x, y, rad);
+ while (nxtitem(&ni, &land)) {
+ if ((own = land.lnd_own) == 0)
+ continue;
+ if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
+ continue;
+
+ if (land.lnd_ship >= 0) {
+ /* Are we on a sub? */
+ getship(land.lnd_ship, &ship);
+
+ if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
+ struct sctstr sect1;
- /* Should we damage this sub? */
- getsect(ship.shp_x,ship.shp_y,§1);
-
- if (sect1.sct_type == SCT_BSPAN ||
- sect1.sct_type == SCT_BTOWER ||
- sect1.sct_type == SCT_WATER) {
+ /* Should we damage this sub? */
+ getsect(ship.shp_x, ship.shp_y, §1);
+
+ if (sect1.sct_type == SCT_BSPAN ||
+ sect1.sct_type == SCT_BTOWER ||
+ sect1.sct_type == SCT_WATER) {
/* Ok, we're not in a harbor or trapped
inland. Now, did we get pasted
directly? */
if (ship.shp_x != x || ship.shp_y != y) {
- /* Nope, so don't mess with it */
- continue;
+ /* Nope, so don't mess with it */
+ continue;
}
- }
}
- ship_damage(&ship, damage);
- if (own == bombown) {
- mpr(bombown,"%s at %s reports %d%% damage\n",
- prship(&ship),
- xyas(ship.shp_x, ship.shp_y, own), damage);
- } else {
- if(own != 0)
- mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
- cname(bombown), damage, prship(&ship),
- xyas(ship.shp_x, ship.shp_y, own));
- }
- putship(ship.shp_uid, &ship);
+ }
}
- snxtitem_dist(&ni, EF_NUKE, x, y, rad);
- while (nxtitem(&ni, (caddr_t)&nuke)) {
- /* Nukes falling on water affect only 1 sector */
- if ((nuke.nuk_x != x) && issea)
- continue;
- if ((nuke.nuk_y != y) && issea)
- continue;
- if ((own = nuke.nuk_own) == 0)
- continue;
- if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
- continue;
- if (roll(100) >= damage)
- continue;
- makelost(EF_NUKE, nuke.nuk_own, nuke.nuk_uid, nuke.nuk_x, nuke.nuk_y);
- nuke.nuk_own = 0;
- if (own == bombown) {
- mpr(bombown,"nuclear stockpile #%d at %s destroyed\n",
- ni.cur, xyas(nuke.nuk_x, nuke.nuk_y, own));
- } else {
- if(own != 0)
- mpr(own, "nuclear stockpile #%d at %s destroyed\n",
- ni.cur, xyas(nuke.nuk_x, nuke.nuk_y, own));
+ land_damage(&land, damage);
+ if (own == player->cnum) {
+ pr("%s at %s reports %d%% damage\n",
+ prland(&land), xyas(land.lnd_x, land.lnd_y, player->cnum),
+ damage);
+ } else {
+ mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
+ cname(player->cnum), damage,
+ prland(&land), xyas(land.lnd_x, land.lnd_y, own));
+ }
+ putland(land.lnd_uid, &land);
+ }
+
+ snxtitem_dist(&ni, EF_SHIP, x, y, rad);
+ while (nxtitem(&ni, &ship)) {
+ if ((own = ship.shp_own) == 0)
+ continue;
+ if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
+ continue;
+ if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
+ struct sctstr sect1;
+
+ /* Should we damage this sub? */
+ getsect(ship.shp_x, ship.shp_y, §1);
+
+ if (sect1.sct_type == SCT_BSPAN ||
+ sect1.sct_type == SCT_BTOWER ||
+ sect1.sct_type == SCT_WATER) {
+ /* Ok, we're not in a harbor or trapped
+ inland. Now, did we get pasted
+ directly? */
+ if (ship.shp_x != x || ship.shp_y != y) {
+ /* Nope, so don't mess with it */
+ continue;
}
- putnuke(ni.cur, &nuke);
+ }
}
- return retval;
+ ship_damage(&ship, damage);
+ if (own == player->cnum) {
+ pr("%s at %s reports %d%% damage\n",
+ prship(&ship), xyas(ship.shp_x, ship.shp_y, player->cnum),
+ damage);
+ } else {
+ mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
+ cname(player->cnum), damage, prship(&ship),
+ xyas(ship.shp_x, ship.shp_y, own));
+ }
+ putship(ship.shp_uid, &ship);
+ }
+
+ snxtitem_dist(&ni, EF_NUKE, x, y, rad);
+ while (nxtitem(&ni, &nuke)) {
+ if ((own = nuke.nuk_own) == 0)
+ continue;
+ if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
+ continue;
+ if (roll(100) > damage)
+ continue;
+ nuke.nuk_effic = 0;
+ if (own == player->cnum) {
+ pr("%s at %s destroyed\n",
+ prnuke(&nuke), xyas(nuke.nuk_x, nuke.nuk_y, player->cnum));
+ } else {
+ mpr(own, "%s nuclear device destroyed %s at %s\n",
+ cname(player->cnum), prnuke(&nuke),
+ xyas(nuke.nuk_x, nuke.nuk_y, own));
+ }
+ putnuke(ni.cur, &nuke);
+ }
+
+ return nukedamage(ncp, 0, airburst);
}
/*
* silly to be sure.
*/
-void
-kaboom(int x, int y, int rad, natid cn)
+static void
+kaboom(int x, int y, int rad)
{
- mpr(cn,"\n\nK A B ");
- while (rad-- > 0)
- mpr(cn,"O O ");
- mpr(cn,"M ! in %s\n\n", xyas(x, y, cn));
+ pr("\n\nK A B O O ");
+ while (rad-- > 1)
+ pr("O O ");
+ pr("M ! in %s\n\n", xyas(x, y, player->cnum));
}