/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * See files README, COPYING and CREDITS in the root of the source
+ * tree for related information and legal notices. It is expected
+ * that future projects/authors will amend these files as needed.
*
* ---
*
* Known contributors to this file:
*
*/
+
/*
* 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 "var.h"
-#include "xy.h"
+#include <config.h>
+
+#include "file.h"
#include "nat.h"
-#include "sect.h"
-#include "ship.h"
-#include "land.h"
#include "news.h"
-#include "nsc.h"
-#include "file.h"
-#include "options.h"
#include "optlist.h"
#include "prototypes.h"
+#include "sect.h"
+#include "ship.h"
-#define QUIET 0
#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
* Return damage done to attacker, if any.
int usesubs)
{
int nshot;
- double range;
+ int range;
double eff;
struct shpstr ship;
struct nstr_item ni;
- int vec[I_MAX + 1];
+ int shell;
int dam, rel, rel2;
if (own == 0)
return 0;
eff = 1.0;
snxtitem_dist(&ni, EF_SHIP, x, y, 8);
- while (nxtitem(&ni, (caddr_t)&ship) && eff > 0.30) {
+ while (nxtitem(&ni, &ship) && eff > 0.30) {
if (ship.shp_own == att)
continue;
if (ship.shp_own == 0)
continue;
if (ship.shp_effic < 60)
continue;
- if ((mchr[(int)ship.shp_type].m_flags & M_SUB) && (!usesubs))
+ 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(effrange(ship.shp_frnge, ship.shp_tech));
if (range < ni.curdist)
continue;
/* must have gun, shell, and milit to fire */
- if (getvec(VT_ITEM, vec, (caddr_t)&ship, EF_SHIP) < 3)
- continue;
- if (vec[I_SHELL] < ship.shp_glim)
- vec[I_SHELL] += supply_commod(ship.shp_own, ship.shp_x,
- ship.shp_y, I_SHELL,
- vec[I_SHELL] - ship.shp_glim);
- nshot = min(min(vec[I_GUN], vec[I_SHELL]), vec[I_MILIT]);
- nshot = min(nshot, ship.shp_glim);
+ 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;
- (void)putvar(V_SHELL, vec[I_SHELL] - nshot, (caddr_t)&ship,
- EF_SHIP);
+ ship.shp_item[I_SHELL] = shell - nshot;
putship(ship.shp_uid, &ship);
if (defending)
nreport(ship.shp_own, N_FIRE_BACK, att, 1);
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);
}
-/*
- * Determine if any nearby gun-equipped sectors are within
- * range and able to fire at an attacker. Firing sectors
- * need to have guns, shells, and military. Sector being
- * attacked is x,y -- attacker is at ax,ay.
- */
-#if 0
-/* defdef isn't called anywhere, and uses wrong
- * number of arguments for dd */
-int
-defdef(att, def_own, defval, ax, ay)
-natid att;
-natid def_own;
-int defval;
-coord ax;
-coord ay;
-{
- return dd(att, def_own, defval, ax, ay, NOISY, 1);
-}
-#endif
-
int
dd(natid att, natid def_own, coord ax, coord ay, int noisy, int defending)
{
int dam, rel, rel2;
- double tech;
- double range;
struct sctstr firing;
struct nstr_sect ns;
- int vec[I_MAX + 1];
if (opt_NO_FORT_FIRE) /* Forts can't fire! */
return 0;
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) {
continue;
if (firing.sct_own == 0)
continue;
- if (firing.sct_effic < (u_char)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;
- if (getvec(VT_ITEM, vec, (caddr_t)&firing, EF_SECTOR) < 0)
- 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 (firing.sct_own != def_own && (rel != ALLIED || rel2 != AT_WAR))
continue;
/* XXX defdef damage is additive, but ship or land unit damage isn't */
dam += sb(att, def_own, &firing, ax, ay, noisy, defending);
*
* 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)
{
- register int damage;
+ int damage;
natid own;
int shell;
- double range;
+ int range;
int range2, gun;
- if (sp->sct_type != SCT_FORTR) {
- /* XXX I don't like this restriction */
- return 0;
- }
-
- if (sp->sct_effic < (u_char)FORTEFF)
- return 0;
-
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 = getvar(V_GUN, (caddr_t)sp, EF_SECTOR);
+ gun = sp->sct_item[I_GUN];
if (gun == 0)
return 0;
- shell = getvar(V_SHELL, (caddr_t)sp, EF_SECTOR);
+ shell = sp->sct_item[I_SHELL];
if (shell <= 0)
- shell += supply_commod(sp->sct_own, sp->sct_x, sp->sct_y, I_SHELL,
- 1);
+ shell += supply_commod(sp->sct_own, sp->sct_x, sp->sct_y,
+ I_SHELL, 1);
if (shell <= 0)
return 0;
- putvar(V_SHELL, shell - 1, (caddr_t)sp, EF_SECTOR);
+ sp->sct_item[I_SHELL] = shell - 1;
putsect(sp);
damage = landgun((int)sp->sct_effic, gun);
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