/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2008, 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.
*
* ---
*
* Steve McClure, 1997-2000
*/
-#include "misc.h"
-#include "var.h"
-#include "sect.h"
-#include "nat.h"
-#include "news.h"
-#include "var.h"
-#include "file.h"
-#include "path.h"
-#include "xy.h"
+#include <config.h>
+
#include "land.h"
+#include "lost.h"
+#include "news.h"
#include "nsc.h"
+#include "path.h"
#include "plane.h"
#include "update.h"
-#include "common.h"
-#include "gen.h"
-#include "lost.h"
-#include "subs.h"
-#define get_che_cnum(x) ((x) >> 8)
-#define set_che_cnum(x, cn) ((x) = ((x) & 0xff) | ((cn) << 8))
-#define get_che_value(x) ((x) & 0xff)
-#define set_che_value(x, n) ((x) = ((x) & 0xff00) | (n))
-
-#define CHE_MAX 255
+static void take_casualties(struct sctstr *, int);
void
revolt(struct sctstr *sp)
int che_uw;
int civ;
int uw;
- u_short che_combo;
int che;
int n;
- int target;
- che_combo = getvar(V_CHE, (s_char *)sp, EF_SECTOR);
- che = get_che_value(che_combo);
- target = get_che_cnum(che_combo);
- if (che_combo != 0 && (target != sp->sct_own || che >= CHE_MAX))
+ che = sp->sct_che;
+ if (che != 0 && (sp->sct_che_target != sp->sct_own || che >= CHE_MAX))
return;
- civ = getvar(V_CIVIL, (s_char *)sp, EF_SECTOR);
- uw = getvar(V_UW, (s_char *)sp, EF_SECTOR);
+ civ = sp->sct_item[I_CIVIL];
+ uw = sp->sct_item[I_UW];
if (che > (civ + uw) * 3)
return;
che_uw = 0;
if (che_civ + che_uw > 0) {
civ -= che_civ;
uw -= che_uw;
- set_che_cnum(che_combo, sp->sct_own);
- set_che_value(che_combo, che);
- putvar(V_CHE, (int)che_combo, (s_char *)sp, EF_SECTOR);
+ sp->sct_che_target = sp->sct_own;
+ sp->sct_che = che;
if (che_civ > 0)
- putvar(V_CIVIL, civ, (s_char *)sp, EF_SECTOR);
+ sp->sct_item[I_CIVIL] = civ;
if (che_uw > 0)
- putvar(V_UW, uw, (s_char *)sp, EF_SECTOR);
+ sp->sct_item[I_UW] = uw;
#ifdef DEBUG
logerror("(#%d) %d che fired up in %s",
sp->sct_own, che, ownxy(sp));
void
guerrilla(struct sctstr *sp)
{
- extern s_char *effadv();
struct sctstr *nsp;
int recruit;
int move;
int convert;
natid actor;
natid victim;
- u_short che_combo;
- int vec[I_MAX + 1];
int tmp;
int min_mil;
int val;
int oldmob;
struct lndstr *lp;
- s_char *nxtitemp(struct nstr_item *np, int owner);
struct nstr_item ni;
- extern double hap_fact();
mc = cc = 0;
recruit = 0;
convert = 0;
move = 0;
- if ((n = getvar(V_CHE, (s_char *)sp, EF_SECTOR)) <= 0)
- return;
- che_combo = n;
- if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
+ if (!sp->sct_che)
return;
- civ = vec[I_CIVIL];
-
- uw = vec[I_UW];
+ civ = sp->sct_item[I_CIVIL];
+ uw = sp->sct_item[I_UW];
victim = sp->sct_own;
actor = sp->sct_oldown;
- che = get_che_value(che_combo);
+ che = sp->sct_che;
+ mil = sp->sct_item[I_MILIT];
- mil = vec[I_MILIT];
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
- while (NULL != (lp = (struct lndstr *)nxtitemp(&ni, 0))) {
+ while (NULL != (lp = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
- mil += lnd_getmil(lp);
+ 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;
- struct lchrstr *lcp;
-
- lcp = &lchr[(int)lp->lnd_type];
- mil += lnd_getmil(lp);
- r = (((float)(lp->lnd_effic / 100) * (float)(lnd_getmil(lp))) /
- 2);
- if (r < 2)
- r = 2;
- che_kill = (roll(r) - 1);
+
+ mil += lp->lnd_item[I_MILIT];
+ r = (lp->lnd_item[I_MILIT] * lp->lnd_effic) / 500;
+ che_kill = r < 1 ? 0 : roll(r);
if (che_kill > che)
che_kill = che;
if (che_kill) {
/* Security forces killed all the che */
if (che <= 0) {
- putvar(V_CHE, 0, (s_char *)sp, EF_SECTOR);
+ sp->sct_che = 0;
+ sp->sct_che_target = 0;
return;
}
- target = get_che_cnum(che_combo);
- if (target == 0) {
- /* the deity can't be a target! */
+ target = sp->sct_che_target;
+ if (CANT_HAPPEN(target == 0))
return;
- }
tnat = getnatp(target);
- if ((tnat->nat_stat & STAT_INUSE) == 0) {
+ if (tnat->nat_stat == STAT_UNUSED) {
/* target nation has dissolved: che's retire. */
logerror("%d Che targeted at country %d retiring", che, target);
- civ += che;
- putvar(V_CHE, 0, (s_char *)sp, EF_SECTOR);
- putvar(V_CIVIL, civ, (s_char *)sp, EF_SECTOR);
+ sp->sct_che = 0;
+ sp->sct_che_target = 0;
+ sp->sct_item[I_CIVIL] = MIN(civ + che, ITEM_MAX);
return;
}
*/
if (chance(ratio * 0.10)) {
n = (mil / 5) + 1;
- if ((n + che) == 0) {
- logerror("n=%d che=%d\n", n, che);
- if (che == 0)
- return;
- }
odds = (double)che / (n + che);
odds /= hap_fact(tnat, getnatp(sp->sct_oldown));
while (che > 0 && n > 0) {
}
}
if (convert && sp->sct_loyal >= 50) {
- register int n;
+ int n;
/* new owner gets to keep the mobility there */
oldmob = sp->sct_mobil;
/* che won, and sector converts. */
sp->sct_mobil = oldmob;
civ += uw;
uw = 0;
- /*
- * so we can't keep losing money by having
- * our cap retaken
- */
- if (sp->sct_type == SCT_CAPIT && sp->sct_newtype == SCT_CAPIT)
- sp->sct_newtype = SCT_AGRI;
n = civ / 20;
civ -= n;
- putvar(V_CIVIL, civ, (s_char *)sp, EF_SECTOR);
- putvar(V_UW, uw, (s_char *)sp, EF_SECTOR);
- putvar(V_MILIT, n, (s_char *)sp, EF_SECTOR);
+ if (civ > ITEM_MAX) {
+ uw = civ - ITEM_MAX;
+ civ = ITEM_MAX;
+ }
+ sp->sct_item[I_CIVIL] = civ;
+ sp->sct_item[I_UW] = uw;
+ sp->sct_item[I_MILIT] = n;
move++;
recruit = 0;
if (sp->sct_own)
n = CHE_MAX - che;
che += n;
civ -= n;
- putvar(V_CIVIL, civ, (s_char *)sp, EF_SECTOR);
+ sp->sct_item[I_CIVIL] = civ;
}
n = uw * (random() % 3) / 200;
if (n + che > CHE_MAX)
n = CHE_MAX - che;
che += n;
uw -= n;
- putvar(V_UW, uw, (s_char *)sp, EF_SECTOR);
+ sp->sct_item[I_UW] = uw;
}
domove:
if (move && che > 0) {
- struct sctstr *maybe_sp = 0;
+ struct sctstr *nicest_sp = 0;
if (convert)
min_mil = 999;
else
min_mil = mil;
+ /* search adjacent sectors for a nice one */
for (n = 1; n <= 6; n++) {
nsp = getsectp(sp->sct_x + diroff[n][0],
sp->sct_y + diroff[n][1]);
- if (dchr[nsp->sct_type].d_mcst == 0)
+ if (dchr[nsp->sct_type].d_mob0 < 0)
continue;
if (nsp->sct_own != target)
continue;
- if ((val = getvar(V_CHE, (s_char *)nsp, EF_SECTOR)) > 0) {
- che_combo = val;
- if (get_che_cnum(che_combo) != target)
+ if (nsp->sct_che > 0) {
+ if (nsp->sct_che_target != target)
continue;
- if (get_che_value(che_combo) + che > CHE_MAX)
+ if (nsp->sct_che + che > CHE_MAX)
continue;
}
- val = getvar(V_MILIT, (s_char *)nsp, EF_SECTOR);
+ val = nsp->sct_item[I_MILIT];
+ /* don't give che more precise info than spy */
+ val = roundintby(val, 10);
+ /* inject a modicum of indeterminism; also
+ * avoids che preferring certain directions */
+ val += random() % 10 - 5;
if (val >= min_mil)
continue;
- maybe_sp = nsp;
+ nicest_sp = nsp;
min_mil = val;
}
- /*
- * if n <= 6, we found a sector owned by TARGET which
- * is a nice sector. Otherwise, we move to the first
- * one we find ("maybe_sp").
- */
- if (maybe_sp != 0) {
- che_combo = getvar(V_CHE, (s_char *)maybe_sp, EF_SECTOR);
- che += get_che_value(che_combo);
- set_che_value(che_combo, che);
- set_che_cnum(che_combo, target);
- putvar(V_CHE, (int)che_combo, (s_char *)maybe_sp, EF_SECTOR);
+ /* if we found a nice sector, go there */
+ if (nicest_sp != 0) {
+ nicest_sp->sct_che += che;
+ nicest_sp->sct_che_target = target;
che = 0;
}
}
if (che > 0) {
- set_che_value(che_combo, che);
- set_che_cnum(che_combo, target);
- putvar(V_CHE, (int)che_combo, (s_char *)sp, EF_SECTOR);
- } else
- putvar(V_CHE, 0, (s_char *)sp, EF_SECTOR);
+ sp->sct_che = che;
+ sp->sct_che_target = target;
+ } else {
+ sp->sct_che = 0;
+ sp->sct_che_target = 0;
+ }
if (mc > 0 || cc > 0) {
- /* don't tell who won just to be mean */
wu(0, target,
"Guerrilla warfare in %s\n",
xyas(sp->sct_x, sp->sct_y, target));
- wu(0, target, " body count: troops: %d, rebels: %d\n", mc, cc);
+ 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);
nreport(actor, N_FREEDOM_FIGHT, victim, 1);
}
+ if (sp->sct_own != victim)
+ wu(0, victim, "Partisans take over %s!\n",
+ xyas(sp->sct_x, sp->sct_y, victim));
}
-void
+static void
take_casualties(struct sctstr *sp, int mc)
{
int orig_mil;
int cantake;
int nunits = 0, each, deq;
struct lndstr *lp;
- s_char *nxtitemp(struct nstr_item *np, int owner);
struct nstr_item ni;
/* casualties come out of mil first */
- orig_mil = getvar(V_MILIT, (s_char *)sp, EF_SECTOR);
+ orig_mil = sp->sct_item[I_MILIT];
if (mc <= orig_mil) {
- putvar(V_MILIT, (orig_mil - mc), (s_char *)sp, EF_SECTOR);
+ sp->sct_item[I_MILIT] = orig_mil - mc;
return;
}
- putvar(V_MILIT, 0, (s_char *)sp, EF_SECTOR);
+ sp->sct_item[I_MILIT] = 0;
/* remaining casualites */
mc -= orig_mil;
* Try not to kill any unit.
*/
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
- while (NULL != (lp = (struct lndstr *)nxtitemp(&ni, 0))) {
+ while (NULL != (lp = nxtitemp(&ni))) {
nunits++;
if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
nunits++;
/* kill some security troops */
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
- while (NULL != (lp = (struct lndstr *)nxtitemp(&ni, 0))) {
+ while (NULL != (lp = nxtitemp(&ni))) {
if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY))
continue;
- cantake = (((float)(lp->lnd_effic - 40) / 100.0) *
- (float)lnd_getmil(lp)) * 2;
- /* (float)lchr[lp->lnd_type].l_mil)*2; */
+ cantake = ((lp->lnd_effic - 40) / 100.0) * lp->lnd_item[I_MILIT];
if (cantake >= each) {
- /* deq = (((float)each/(float)(lchr[lp->lnd_type].l_mil*2)) */
- deq = (((float)each / (float)(lnd_getmil(lp) * 2))
- * 100.0);
- mc -= each;
+ deq = ((double)each / lp->lnd_item[I_MILIT]) * 100.0;
+ mc -= 2 * each;
} else if (cantake > 0) {
- deq = (((float)cantake / (float)(lnd_getmil(lp) * 2)) * 100.0);
- /* (float)(lchr[lp->lnd_type].l_mil*2)) * 100.0); */
- mc -= (((float)deq / 100.0) * (float)lnd_getmil(lp)) * 2;
- /* (float)lchr[lp->lnd_type].l_mil)*2; */
+ deq = ((double)cantake / lp->lnd_item[I_MILIT]) * 100.0;
+ mc -= 2 * cantake;
} else
deq = 0;
lp->lnd_effic -= deq;
lp->lnd_mobil -= deq / 2;
- deq = (double)lchr[(int)lp->lnd_type].l_mil * (deq / 100.0);
+ deq = lchr[(int)lp->lnd_type].l_item[I_MILIT] * (deq / 100.0);
lnd_submil(lp, deq);
if (mc <= 0)
return;
/* kill some normal troops */
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
- while (NULL != (lp = (struct lndstr *)nxtitemp(&ni, 0))) {
+ while (NULL != (lp = nxtitemp(&ni))) {
if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
continue;
- cantake = (((float)(lp->lnd_effic - 40) / 100.0) *
- (float)lnd_getmil(lp));
+ cantake = ((lp->lnd_effic - 40) / 100.0) * lp->lnd_item[I_MILIT];
if (cantake >= each) {
- deq = (((float)each / (float)(lnd_getmil(lp) * 2))
- * 100.0);
+ deq = ((double)each / lp->lnd_item[I_MILIT]) * 100.0;
mc -= each;
} else if (cantake > 0) {
- deq = (((float)cantake / (float)lnd_getmil(lp))
- * 100.0);
- mc -= (((float)deq / 100.0) * (float)lnd_getmil(lp));
+ deq = ((double)cantake / lp->lnd_item[I_MILIT]) * 100.0;
+ mc -= cantake;
} else
deq = 0;
+
lp->lnd_effic -= deq;
lp->lnd_mobil -= deq / 2;
- deq = (double)lchr[(int)lp->lnd_type].l_mil * (deq / 100.0);
+ deq = lchr[(int)lp->lnd_type].l_item[I_MILIT] * (deq / 100.0);
lnd_submil(lp, deq);
if (mc <= 0)
return;
/* 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 = (struct lndstr *)nxtitemp(&ni, 0))) {
+ while (NULL != (lp = nxtitemp(&ni))) {
if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
continue;
- mc -= (((float)lp->lnd_effic / 100.0) * (float)lnd_getmil(lp));
+ 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",
/* 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 = (struct lndstr *)nxtitemp(&ni, 0))) {
+ while (NULL != (lp = nxtitemp(&ni))) {
if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY))
continue;
- mc -= (((float)lp->lnd_effic / 100.0) * (float)lnd_getmil(lp)) * 2;
+ 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",