Import of Empire 4.2.12

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Markus Armbruster 2003-08-23 12:23:04 +00:00
commit d8b7fdfae1
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/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program 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
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* 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
*
* ---
*
* 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.
*
* ---
*
* fortdef.c: Fort defends an area.
*
* 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 "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"
#define QUIET 0
#define NOISY 1
extern double tfactfire(natid, double);
/*
* See if any nearby ships will open up on the attacker
* Return damage done to attacker, if any.
* Subtracts shells used for firing. Responding ships
* require military, shells, and guns.
*/
int
shipdef(natid att, natid own, coord x, coord y)
{
return sd(att, own, x, y, NOISY, 1, 1);
}
int
sd(natid att, natid own, coord x, coord y, int noisy, int defending, int usesubs)
{
int nshot;
double range;
double eff;
struct shpstr ship;
struct nstr_item ni;
int vec[I_MAX+1];
int dam, rel, rel2;
if (own == 0)
return 0;
if (att == own)
return 0;
eff = 1.0;
snxtitem_dist(&ni, EF_SHIP, x, y, 8);
while (nxtitem(&ni, (caddr_t)&ship) && eff > 0.30) {
if (ship.shp_own == att)
continue;
if (ship.shp_own == 0)
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)))
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);
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);
if (nshot <= 0)
continue;
(void)putvar(V_SHELL,vec[I_SHELL]-nshot,(caddr_t)&ship,EF_SHIP);
putship(ship.shp_uid, &ship);
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);
}
if (noisy || (ship.shp_own != own)){
if (ship.shp_own == own)
wu(0, own, "%s fired on %s at %s doing %d damage.\n", prship(&ship),
cname(att), xyas(x, y,own),dam);
else{
if (defending)
wu(0, ship.shp_own, "%s fired on %s at %s in defense of %s, doing %d damage.\n", prship(&ship),
cname(att),
xyas(x, y, ship.shp_own),
cname(own),dam);
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);
}
}
}
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;
if (def_own == 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) {
if (firing.sct_own == att)
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)
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;
}
/* Shoot back
*
* See if the sector being fired at will defend itself.
*/
int
sb(natid att, natid def, struct sctstr *sp, coord tx, coord ty, int noisy, int defending)
{
register 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 < (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);
if (range < range2)
return 0;
gun = getvar(V_GUN, (caddr_t)sp, EF_SECTOR);
if (gun == 0)
return 0;
shell = getvar(V_SHELL, (caddr_t)sp, EF_SECTOR);
if (shell <= 0)
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);
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);
if (defending)
nreport(sp->sct_own, N_FIRE_BACK, att, 1);
else
nreport(sp->sct_own, N_FIRE_F_ATTACK, att, 1);
if (noisy)
pr("Incoming shell! %d damage done.\007\n", damage);
return damage;
}