/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2015, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1997-2000
+ * Markus Armbruster, 2004-2012
*/
#include <config.h>
+#include "chance.h"
#include "land.h"
#include "lost.h"
#include "news.h"
#include "nsc.h"
+#include "nuke.h"
#include "path.h"
#include "plane.h"
#include "update.h"
static void take_casualties(struct sctstr *, int);
+static void lnd_dies_fighting_che(struct lndstr *);
void
revolt(struct sctstr *sp)
return;
che_uw = 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;
while (NULL != (lp = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
- if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
+ if (lp->lnd_ship >= 0)
continue;
mil += lp->lnd_item[I_MILIT];
}
if (mil > 0) {
/* military won. */
- n = sp->sct_loyal - (random() % 15);
+ n = sp->sct_loyal - roll0(15);
if (n < 0)
n = 0;
sp->sct_loyal = n;
* guerrillas have to resort to blowing things up.
* Note this disrupts work in the sector.
*/
- n = (random() % 10) + (random() % che);
+ n = roll0(10) + roll0(che);
if (n > 100)
n = 100;
tmp = sp->sct_work - n;
/* 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;
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;
while (NULL != (lp = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
- if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
+ if (lp->lnd_ship >= 0)
continue;
nunits++;
if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
while (NULL != (lp = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
- if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
+ if (lp->lnd_ship >= 0)
continue;
if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY))
continue;
while (NULL != (lp = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
- if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
+ if (lp->lnd_ship >= 0)
continue;
if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
continue;
while (NULL != (lp = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
- if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
+ if (lp->lnd_ship >= 0)
continue;
if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
continue;
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;
+ lnd_dies_fighting_che(lp);
if (mc <= 0)
return;
}
while (NULL != (lp = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
- if (lp->lnd_ship >= 0 || lp->lnd_land >= 0)
+ if (lp->lnd_ship >= 0)
continue;
if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY))
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;
+ lnd_dies_fighting_che(lp);
if (mc <= 0)
return;
}
/* Hmm.. everyone dead.. too bad */
}
+
+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;
+ }
+
+ /* 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;
+ lnd_carrier_change(clp, EF_LAND, clp->lnd_land, -1);
+ clp->lnd_land = -1;
+ }
+
+ /* 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;
+ }
+ }
+}