/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2005, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2018, 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.
*
* ---
*
* fortdef.c: Fort defends an area.
- *
+ *
* Known contributors to this file:
- *
+ * Markus Armbruster, 2006-2011
*/
+
/*
* The base routines can also be used for general purposes.
* Noisy tells whther to send teles, print things, etc.
* Defending tells whether they are being defensive, or offensive.
*/
-#include "misc.h"
-#include "xy.h"
+#include <config.h>
+
#include "nat.h"
-#include "sect.h"
-#include "ship.h"
-#include "land.h"
#include "news.h"
-#include "nsc.h"
-#include "file.h"
#include "optlist.h"
#include "prototypes.h"
+#include "sect.h"
+#include "ship.h"
-#define NOISY 1
+#define NOISY 1
+
+static int sb(natid, natid, struct sctstr *, coord, coord, int, int);
/*
* See if any nearby ships will open up on the attacker
sd(natid att, natid own, coord x, coord y, int noisy, int defending,
int usesubs)
{
- int nshot;
- double range;
+ int range;
double eff;
struct shpstr ship;
struct nstr_item ni;
- int shell;
- int dam, rel, rel2;
+ int dam;
if (own == 0)
return 0;
eff = 1.0;
snxtitem_dist(&ni, EF_SHIP, x, y, 8);
while (nxtitem(&ni, &ship) && eff > 0.30) {
- if (ship.shp_own == att)
- continue;
- if (ship.shp_own == 0)
+ if (!feels_like_helping(ship.shp_own, own, att))
continue;
- rel = getrel(getnatp(ship.shp_own), own);
- rel2 = getrel(getnatp(ship.shp_own), att);
- if ((ship.shp_own != own) && ((rel != ALLIED) || (rel2 != AT_WAR)))
+ if ((mchr[(int)ship.shp_type].m_flags & M_SUB) && !usesubs)
continue;
- if (ship.shp_effic < 60)
- continue;
- if ((mchr[(int)ship.shp_type].m_flags & M_SUB) && (!usesubs))
- continue;
- range = techfact(ship.shp_tech,
- ship.shp_frnge * ship.shp_effic / 200.0);
- range = (double)roundrange(range);
+ range = roundrange(shp_fire_range(&ship));
if (range < ni.curdist)
continue;
- /* must have gun, shell, and milit to fire */
- shell = ship.shp_item[I_SHELL];
- if (shell < ship.shp_glim)
- shell += supply_commod(ship.shp_own, ship.shp_x, ship.shp_y,
- I_SHELL, shell - ship.shp_glim);
- nshot = min(min(ship.shp_item[I_GUN], shell), ship.shp_item[I_MILIT]);
- nshot = min(nshot, ship.shp_glim);
- if (nshot <= 0)
- continue;
- ship.shp_item[I_SHELL] = shell - nshot;
+ dam = shp_fire(&ship);
putship(ship.shp_uid, &ship);
+ if (dam < 0)
+ continue;
if (defending)
nreport(ship.shp_own, N_FIRE_BACK, att, 1);
else
nreport(ship.shp_own, N_FIRE_S_ATTACK, att, 1);
- dam = seagun(ship.shp_effic, nshot);
eff *= (1.0 - (0.01 * dam));
if (noisy) {
pr_beep();
- pr("Incoming shell%s %d damage!\n",
- nshot == 1 ? " does" : "s do", dam);
+ pr("Incoming shells do %d damage!\n", dam);
}
if (noisy || (ship.shp_own != own)) {
if (ship.shp_own == own)
else
wu(0, ship.shp_own,
"%s supported %s attacks against %s at %s, doing %d damage.\n",
- prship(&ship), cname(own), cname(att), xyas(x, y,
- ship.
- shp_own),
- dam);
+ prship(&ship), cname(own), cname(att),
+ xyas(x, y, ship.shp_own), dam);
}
}
}
- return (int)100 - (eff * 100);
+ return (int)(100 - eff * 100);
}
int
dd(natid att, natid def_own, coord ax, coord ay, int noisy, int defending)
{
- int dam, rel, rel2;
- double tech;
- double range;
+ int dam;
struct sctstr firing;
struct nstr_sect ns;
return 0;
if (att == def_own)
return 0;
- tech = tfactfire(def_own, 1.0);
dam = 0;
snxtsct_dist(&ns, ax, ay, 8);
while (nxtsct(&ns, &firing) && dam < 80) {
- if (firing.sct_own == att)
- continue;
- if (firing.sct_own == 0)
- continue;
- if (firing.sct_effic < FORTEFF)
- continue;
- rel = getrel(getnatp(firing.sct_own), def_own);
- rel2 = getrel(getnatp(firing.sct_own), att);
- if ((firing.sct_own != def_own) &&
- ((rel != ALLIED) || (rel2 != AT_WAR)))
- continue;
-
- range = tfactfire(def_own, 7.0);
- if (firing.sct_effic > 59)
- range++;
- /* Here we round down the range, and then add 1 to it
- to determine if we could possibly hit the sector. If
- we do, we call sb where the range is re-calculated and
- the percentages are checked. */
- range = (double)((int)(range) + 1);
- if (range < ns.curdist)
+ if (!feels_like_helping(firing.sct_own, def_own, att))
continue;
/* XXX defdef damage is additive, but ship or land unit damage isn't */
dam += sb(att, def_own, &firing, ax, ay, noisy, defending);
return dam;
}
+/*
+ * Shall @cn attempt to help @friend against @foe?
+ */
+int
+feels_like_helping(natid cn, natid friend, natid foe)
+{
+ if (cn == 0)
+ return 0; /* never helps anybody */
+ if (cn == foe)
+ return 0; /* don't help anybody against self */
+ if (cn == friend)
+ return 1; /* help self against anybody else */
+ /* third party helps ally if at war with foe: */
+ return relations_with(cn, friend) == ALLIED
+ && relations_with(cn, foe) == AT_WAR;
+}
+
/* Shoot back
*
* See if the sector being fired at will defend itself.
*/
-int
+static int
sb(natid att, natid def, struct sctstr *sp, coord tx, coord ty, int noisy,
int defending)
{
int damage;
natid own;
- int shell;
- double range;
- int range2, gun;
-
- if (sp->sct_type != SCT_FORTR) {
- /* XXX I don't like this restriction */
- return 0;
- }
-
- if (sp->sct_effic < FORTEFF)
- return 0;
+ int range, range2;
own = sp->sct_own;
if (own == 0)
return 0;
if (att == own)
return 0;
- range = tfactfire(own, 7.0);
- if (sp->sct_effic > 59)
- range++;
- range = (double)roundrange(range);
- range2 = mapdist((int)sp->sct_x, (int)sp->sct_y, tx, ty);
+ range = roundrange(fortrange(sp));
+ range2 = mapdist(sp->sct_x, sp->sct_y, tx, ty);
if (range < range2)
return 0;
- gun = sp->sct_item[I_GUN];
- if (gun == 0)
- return 0;
- shell = sp->sct_item[I_SHELL];
- if (shell <= 0)
- shell += supply_commod(sp->sct_own, sp->sct_x, sp->sct_y, I_SHELL,
- 1);
- if (shell <= 0)
- return 0;
- sp->sct_item[I_SHELL] = shell - 1;
+ damage = fort_fire(sp);
putsect(sp);
- damage = landgun((int)sp->sct_effic, gun);
+ if (damage < 0)
+ return 0;
if (sp->sct_own != def)
wu(0, sp->sct_own,
"%s fired on %s in %s in defense of %s, doing %d damage!\n",
- xyas(sp->sct_x, sp->sct_y, sp->sct_own), cname(att), xyas(tx,
- ty,
- sp->
- sct_own),
- cname(def), damage);
+ xyas(sp->sct_x, sp->sct_y, sp->sct_own), cname(att),
+ xyas(tx, ty, sp->sct_own), cname(def), damage);
if (defending)
nreport(sp->sct_own, N_FIRE_BACK, att, 1);
else