/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2017, 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/>.
*
* ---
*
* ---
*
* revolt.c: Have disloyal populace revolt!
- *
+ *
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1997-2000
+ * Markus Armbruster, 2004-2016
*/
#include <config.h>
-#include "misc.h"
-#include "sect.h"
+#include "chance.h"
+#include "land.h"
+#include "lost.h"
#include "nat.h"
#include "news.h"
-#include "file.h"
-#include "path.h"
-#include "xy.h"
-#include "land.h"
#include "nsc.h"
+#include "nuke.h"
+#include "path.h"
#include "plane.h"
+#include "prototypes.h"
+#include "sect.h"
#include "update.h"
-#include "common.h"
-#include "gen.h"
-#include "lost.h"
-#include "subs.h"
-static void take_casualties(struct sctstr *, int);
+static int take_casualties(struct sctstr *, int);
+static int take_casualties_from_lands(struct sctstr *, int, int, int);
+static void lnd_dies_fighting_che(struct lndstr *);
void
revolt(struct sctstr *sp)
if (che > (civ + uw) * 3)
return;
che_uw = 0;
- che_civ = 0;
/* che due to civilian unrest */
- n = 10 - (random() % 20);
+ n = 10 - roll0(20);
che_civ = 3 + (civ * n / 500);
if (che_civ < 0)
che_civ = 0;
che += che_civ;
if (che < CHE_MAX) {
/* che due to uw unrest */
- n = 10 + (random() % 30);
+ n = 9 + roll(30);
che_uw = 5 + (uw * n / 500);
if (che_uw > uw)
che_uw = uw;
sp->sct_item[I_CIVIL] = civ;
if (che_uw > 0)
sp->sct_item[I_UW] = uw;
-#ifdef DEBUG
- logerror("(#%d) %d che fired up in %s",
- sp->sct_own, che, ownxy(sp));
-#endif
}
}
struct sctstr *nsp;
int recruit;
int move;
- int ratio;
+ double ratio;
int che;
int mil;
+ double security_bonus;
int cc, mc;
double odds;
int civ;
actor = sp->sct_oldown;
che = sp->sct_che;
mil = sp->sct_item[I_MILIT];
+ security_bonus = 0;
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
while (NULL != (lp = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
+ if (lp->lnd_ship >= 0)
+ continue;
mil += lp->lnd_item[I_MILIT];
- /* Security troops can now kill up to 1/2 their complement each
+ if (sp->sct_che_target != sp->sct_own)
+ continue;
+
+ /* Security troops can now kill up to 1/5 their complement each
update, before doing anything else. */
if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY) {
int che_kill, r;
- mil += lp->lnd_item[I_MILIT];
+ security_bonus += 3 * lp->lnd_item[I_MILIT] * lp->lnd_effic / 100.0;
r = (lp->lnd_item[I_MILIT] * lp->lnd_effic) / 500;
che_kill = r < 1 ? 0 : roll(r);
if (che_kill > che)
return;
tnat = getnatp(target);
if (tnat->nat_stat == STAT_UNUSED) {
- /* target nation has dissolved: che's retire. */
+ /* target nation has dissolved: che's retire. */
logerror("%d Che targeted at country %d retiring", che, target);
sp->sct_che = 0;
sp->sct_che_target = 0;
}
if (sp->sct_own != target) {
- /*logerror("own %d != target %d", sp->sct_own, target); */
move++;
goto domove;
}
- ratio = mil / che;
- odds = (double)che / (mil + che);
+ ratio = (mil + security_bonus) / che;
+ odds = (double)che / (mil + security_bonus + che);
odds /= hap_fact(tnat, getnatp(sp->sct_oldown));
if (mil == 0) {
wu(0, sp->sct_own, "Revolutionary subversion reported in %s!\n",
recruit++;
convert++;
} else if (che > mil && mil > 0) {
- /*logerror("guerrilla shootout with military"); */
/*
* shoot it out with the military, and kill them off.
* If loyalty bad enough, then take the sector over,
* and enlist 5% of civ as military force.
*/
- while (che > 0 && mil > 0) {
- if (chance(odds)) {
+ while (che > cc && mil > mc) {
+ if (chance(odds))
mc++;
- mil--;
- } else {
+ else
cc++;
- che--;
- }
}
- if (mil > 0) {
+ if (mil > mc) {
/* military won. */
- n = sp->sct_loyal - (random() % 15);
+ n = sp->sct_loyal - roll0(15);
if (n < 0)
n = 0;
sp->sct_loyal = n;
- /*logerror("(#%d) mil beat che in %s", sp->sct_own, */
- /*ownxy(sp)); */
} else {
convert++;
recruit++;
- /*logerror("(#%d) che beat mil in %s", sp->sct_own, */
- /*ownxy(sp)); */
}
- take_casualties(sp, mc);
+ mc = take_casualties(sp, mc);
+ che -= cc;
+ mil -= mc;
} else if (ratio < 5) {
/*
* guerrillas have to resort to blowing things up.
* Note this disrupts work in the sector.
*/
- n = 0;
- n = (random() % 10) + (random() % che);
+ n = roll0(10) + roll0(che);
if (n > 100)
n = 100;
tmp = sp->sct_work - n;
wu(0, sp->sct_own,
"Production %s disrupted by terrorists in %s\n",
effadv(n), ownxy(sp));
- sect_damage(sp, n / 10, 0);
- /*logerror("(#%d) che blew up %s for %d", sp->sct_own, */
- /*ownxy(sp), n); */
+ sect_damage(sp, n / 10);
recruit++;
} else {
/* ratio >= 5 */
- /*logerror("(#%d) %d che fleeing %d mil in %s", sp->sct_own, */
- /*che, mil, ownxy(sp)); */
move++;
}
if (mil > 0 && che > 0) {
*/
if (chance(ratio * 0.10)) {
n = (mil / 5) + 1;
- odds = (double)che / (n + che);
+ odds = (double)che / (n + security_bonus / 5 + che);
odds /= hap_fact(tnat, getnatp(sp->sct_oldown));
- while (che > 0 && n > 0) {
- if (chance(odds)) {
+ while (che > cc && n > mc) {
+ if (chance(odds))
mc++;
- n--;
- } else {
+ else
cc++;
- che--;
- }
}
- take_casualties(sp, mc);
+ mc = take_casualties(sp, mc);
+ che -= cc;
+ mil -= mc;
recruit = 0;
- /*logerror("Caught che; mc: %d, cc: %d", cc, mc); */
}
}
if (convert && sp->sct_loyal >= 50) {
/* che won, and sector converts. */
if (sp->sct_own == sp->sct_oldown)
sp->sct_oldown = 0;
- else
- takeover(sp, sp->sct_oldown);
+ lost_and_found(EF_SECTOR, sp->sct_own, sp->sct_oldown,
+ 0, sp->sct_x, sp->sct_y);
+ takeover(sp, sp->sct_oldown);
sp->sct_mobil = oldmob;
civ += uw;
uw = 0;
/* loyalty drops during recruitment efforts */
n = sp->sct_loyal;
if (n < 30)
- n += (random() % 5) + 1;
+ n += roll(5);
else if (n < 70)
- n += (random() % 10) + 4;
+ n += roll(10) + 3;
if (n > 127)
n = 127;
sp->sct_loyal = n;
if (sp->sct_oldown != sp->sct_own || n > 100) {
- n = civ * (random() % 3) / 200;
+ n = civ * roll0(3) / 200;
n /= hap_fact(tnat, getnatp(sp->sct_oldown));
if (n + che > CHE_MAX)
n = CHE_MAX - che;
civ -= n;
sp->sct_item[I_CIVIL] = civ;
}
- n = uw * (random() % 3) / 200;
+ n = uw * roll0(3) / 200;
if (n + che > CHE_MAX)
n = CHE_MAX - che;
che += n;
uw -= n;
sp->sct_item[I_UW] = uw;
}
- domove:
+domove:
if (move && che > 0) {
- struct sctstr *nicest_sp = 0;
+ struct sctstr *nicest_sp = NULL;
if (convert)
min_mil = 999;
else
min_mil = mil;
/* search adjacent sectors for a nice one */
+ /* TODO consider land units in addition to mil */
for (n = 1; n <= 6; n++) {
nsp = getsectp(sp->sct_x + diroff[n][0],
sp->sct_y + diroff[n][1]);
val = roundintby(val, 10);
/* inject a modicum of indeterminism; also
* avoids che preferring certain directions */
- val += random() % 10 - 5;
+ val += roll(10) - 6;
if (val >= min_mil)
continue;
nicest_sp = nsp;
min_mil = val;
}
/* if we found a nice sector, go there */
- if (nicest_sp != 0) {
+ if (nicest_sp) {
nicest_sp->sct_che += che;
nicest_sp->sct_che_target = target;
che = 0;
if (sp->sct_own == target)
wu(0, target, " body count: troops: %d, rebels: %d\n", mc, cc);
else
- wu(0, target,
- " rebels murder %d military\n", mc);
+ wu(0, target, " rebels murder %d military\n", mc);
nreport(actor, N_FREEDOM_FIGHT, victim, 1);
}
if (sp->sct_own != victim)
xyas(sp->sct_x, sp->sct_y, victim));
}
-static void
+static int
take_casualties(struct sctstr *sp, int mc)
{
- int orig_mil;
- int cantake;
- int nunits = 0, each, deq;
+ int orig_mil, taken;
+ int nunits = 0, each;
struct lndstr *lp;
struct nstr_item ni;
if (mc <= orig_mil) {
sp->sct_item[I_MILIT] = orig_mil - mc;
- return;
+ return mc;
}
sp->sct_item[I_MILIT] = 0;
- /* remaining casualites */
- mc -= orig_mil;
-
/*
* Need to take total_casualties and divide
* them amongst the land units in the sector
* Do security troops first, then others.
* Try not to kill any unit.
+ * TODO Spread proportionally to mil instead of evenly
*/
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
while (NULL != (lp = nxtitemp(&ni))) {
+ if (lp->lnd_own != sp->sct_own)
+ continue;
+ if (lp->lnd_ship >= 0)
+ continue;
+ if (!lp->lnd_item[I_MILIT])
+ continue;
nunits++;
- if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
- nunits++;
}
- if (nunits == 0)
- return;
+ if (CANT_HAPPEN(!nunits))
+ return orig_mil;
- each = (mc / nunits) + 2;
+ taken = orig_mil;
+ each = (mc - taken) / nunits + 2;
/* kill some security troops */
- snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
- while (NULL != (lp = nxtitemp(&ni))) {
- if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY))
- continue;
+ taken += take_casualties_from_lands(sp, MIN(each, mc - taken), 1, 0);
- cantake = ((lp->lnd_effic - 40) / 100.0)
- * lp->lnd_item[I_MILIT] * 2.0;
-
- if (cantake >= each) {
- deq = (each / (lp->lnd_item[I_MILIT] * 2.0)) * 100.0;
- mc -= each;
- } else if (cantake > 0) {
- deq = (cantake / (lp->lnd_item[I_MILIT] * 2.0)) * 100.0;
- mc -= (deq / 100.0) * lp->lnd_item[I_MILIT] * 2.0;
- } else
- deq = 0;
-
- lp->lnd_effic -= deq;
- lp->lnd_mobil -= deq / 2;
- deq = lchr[(int)lp->lnd_type].l_mil * (deq / 100.0);
- lnd_submil(lp, deq);
- if (mc <= 0)
- return;
- }
+ /* kill some normal troops */
+ taken += take_casualties_from_lands(sp, MIN(each, mc - taken), 0, 0);
+ /* Hmm.. still some left.. kill off units now */
/* kill some normal troops */
+ taken += take_casualties_from_lands(sp, MIN(each, mc - taken), 0, 1);
+
+ /* Hmm.. still some left.. kill off units now */
+ /* kill some security troops */
+ taken += take_casualties_from_lands(sp, MIN(each, mc - taken), 1, 1);
+
+ CANT_HAPPEN(taken < mc);
+ return taken;
+}
+
+int
+take_casualties_from_lands(struct sctstr *sp, int cas,
+ int security, int may_kill)
+{
+ struct nstr_item ni;
+ struct lndstr *lp;
+ double eff_per_cas;
+ int cantake, deq, taken;
+
+ taken = 0;
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
- while (NULL != (lp = nxtitemp(&ni))) {
- if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
+ while (taken < cas && (lp = nxtitemp(&ni))) {
+ if (lp->lnd_own != sp->sct_own)
+ continue;
+ if (lp->lnd_ship >= 0)
+ continue;
+ if (!lp->lnd_item[I_MILIT])
+ continue;
+ if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY) == !!security)
continue;
- cantake = ((lp->lnd_effic - 40) / 100.0) * lp->lnd_item[I_MILIT];
-
- if (cantake >= each) {
- deq = ((double)each / (lp->lnd_item[I_MILIT] * 2.0)) * 100.0;
- mc -= each;
- } else if (cantake > 0) {
- deq = ((double)cantake / lp->lnd_item[I_MILIT]) * 100.0;
- mc -= (deq / 100.0) * lp->lnd_item[I_MILIT];
- } else
- deq = 0;
+ eff_per_cas = 100.0 / lchr[lp->lnd_type].l_item[I_MILIT];
+ cantake = lp->lnd_item[I_MILIT];
+ if (!may_kill)
+ cantake = MIN(cantake,
+ (int)((lp->lnd_effic - 40) / eff_per_cas));
+ deq = MIN(cantake, cas - taken);
+ if (deq <= 0)
+ continue;
- lp->lnd_effic -= deq;
- lp->lnd_mobil -= deq / 2;
- deq = lchr[(int)lp->lnd_type].l_mil * (deq / 100.0);
+ taken += deq;
+ lp->lnd_effic -= deq * eff_per_cas;
+ lp->lnd_mobil -= deq * eff_per_cas / 2;
lnd_submil(lp, deq);
- if (mc <= 0)
- return;
+ if (lp->lnd_effic < LAND_MINEFF) {
+ CANT_HAPPEN(!may_kill);
+ taken += lp->lnd_item[I_MILIT];
+ lnd_dies_fighting_che(lp);
+ }
}
- /* Hmm.. still some left.. kill off units now */
- /* kill some normal troops */
- snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
- while (NULL != (lp = nxtitemp(&ni))) {
- if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
- continue;
+ return taken;
+}
- mc -= (lp->lnd_effic / 100.0) * lp->lnd_item[I_MILIT];
- lp->lnd_effic = 0;
- lnd_submil(lp, 1000); /* Remove 'em all */
- wu(0, lp->lnd_own, "%s dies fighting guerrillas in %s\n",
- prland(lp), xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
- makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
- lp->lnd_own = 0;
- if (mc <= 0)
- return;
+static void
+lnd_dies_fighting_che(struct lndstr *lp)
+{
+ int i, j;
+ struct lndstr *clp;
+ struct plnstr *cpp;
+ struct nukstr *cnp;
+
+ lp->lnd_effic = 0;
+ lnd_submil(lp, 1000); /* Remove 'em all */
+ wu(0, lp->lnd_own, "%s dies fighting guerrillas in %s\n",
+ prland(lp), xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
+ makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
+ lp->lnd_own = 0;
+
+ /* Take dead lp off its carrier */
+ if (lp->lnd_land >= 0) {
+ lnd_carrier_change(lp, EF_LAND, lp->lnd_land, -1);
+ lp->lnd_land = -1;
}
- /* Hmm.. still some left.. kill off units now */
- /* kill some security troops */
- snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
- while (NULL != (lp = nxtitemp(&ni))) {
- if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY))
+ /* Unload lp's land unit cargo */
+ for (i = lnd_first_on_land(lp); i >= 0; i = lnd_next_on_unit(i)) {
+ clp = getlandp(i);
+ if (CANT_HAPPEN(!clp))
continue;
-
- mc -= (lp->lnd_effic / 100.0) * lp->lnd_item[I_MILIT] * 2.0;
- lp->lnd_effic = 0;
- lnd_submil(lp, 1000); /* Kill 'em all */
- wu(0, lp->lnd_own, "%s dies fighting guerrillas in %s\n",
- prland(lp), xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
- makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
- lp->lnd_own = 0;
- if (mc <= 0)
- return;
+ lnd_carrier_change(clp, EF_LAND, clp->lnd_land, -1);
+ clp->lnd_land = -1;
}
- /* Hmm.. everyone dead.. too bad */
+ /* Destroy lp's plane cargo */
+ for (i = pln_first_on_land(lp); i >= 0; i = pln_next_on_unit(i)) {
+ cpp = getplanep(i);
+ if (CANT_HAPPEN(!cpp))
+ continue;
+ pln_carrier_change(cpp, EF_LAND, cpp->pln_land, -1);
+ makelost(EF_PLANE, cpp->pln_own, i, cpp->pln_x, cpp->pln_y);
+ wu(0, cpp->pln_own, "%s lost!\n", prplane(cpp));
+ cpp->pln_own = 0;
+ cpp->pln_effic = 0;
+ cpp->pln_land = -1;
+
+ j = nuk_on_plane(cpp);
+ if (j >= 0) {
+ cnp = getnukep(j);
+ if (CANT_HAPPEN(!cnp))
+ continue;
+ nuk_carrier_change(cnp, EF_PLANE, cnp->nuk_plane, -1);
+ makelost(EF_NUKE, cnp->nuk_own, j, cnp->nuk_x, cnp->nuk_y);
+ wu(0, cnp->nuk_own, "%s lost!\n", prnuke(cnp));
+ cnp->nuk_own = 0;
+ cnp->nuk_effic = 0;
+ cnp->nuk_plane = -1;
+ }
+ }
}