/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2006, 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 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. * * --- * * assa.c: Hit the beaches! * * Known contributors to this file: * Ken Stevens, 1995 * Steve McClure, 1997 */ #include #include "misc.h" #include "player.h" #include "file.h" #include "path.h" #include "nat.h" #include "xy.h" #include "land.h" #include "nsc.h" #include "mission.h" #include "ship.h" #include "combat.h" #include "commands.h" int assa(void) { struct combat off[1]; /* assaulting ship */ struct combat def[1]; /* defending sector */ int fort_sup, ship_sup, land_sup, plane_sup; struct emp_qelem olist; /* assaulting units */ struct emp_qelem dlist; /* defending units */ int ototal; /* total assaulting strength */ int a_engineer = 0; /* assaulter engineers are present */ int a_spy = 0; /* the best assaulter scout */ double osupport = 1.0; /* assault support */ double dsupport = 1.0; /* defense support */ char *p; char buf[1024]; int n; int ourtotal; struct emp_qelem *qp, *next; struct llist *llp; int rel; att_combat_init(off, EF_SHIP); att_combat_init(def, EF_SECTOR); /* * Collect input from the assaulter */ /* What are we assaulting? */ if (!(p = getstarg(player->argp[1], "Sector : ", buf))) return RET_SYN; if (!sarg_xy(p, &def->x, &def->y)) return RET_SYN; if (att_abort(A_ASSAULT, 0, def)) return RET_FAIL; /* * Ask the assaulter what he wants to assault with */ if ((off->shp_uid = onearg(player->argp[2], "Assault from ship #")) < 0) { pr("You may only assault from one ship!\n"); return RET_FAIL; } if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); return RET_OK; } /* Show what we're assaulting, and check treaties */ if (att_show(def)) return RET_FAIL; /* Ask about offensive support */ att_ask_support(3, &fort_sup, &ship_sup, &land_sup, &plane_sup); if (att_abort(A_ASSAULT, off, def)) { att_empty_attack(A_ASSAULT, 0, def); return RET_OK; } /* Ask the player what he wants to assault with */ att_ask_offense(A_ASSAULT, off, def, &olist, &a_spy, &a_engineer); if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); att_empty_attack(A_ASSAULT, 0, def); return att_free_lists(&olist, 0); } /* If we're assaulting our own sector, end here */ if (def->own == player->cnum) { if (off->troops) pr("You reinforce %s with %d troops\n", xyas(def->x, def->y, player->cnum), off->troops); if (off->troops || !QEMPTY(&olist)) att_move_in_off(A_ASSAULT, off, &olist, def); return RET_OK; } ototal = att_get_offense(A_ASSAULT, off, &olist, def); if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); att_empty_attack(A_ASSAULT, 0, def); return att_free_lists(&olist, 0); } /* * We have now got all the answers from the assaulter. From this point * forward, we can assume that this battle is the _only_ thing * happening in the game. */ /* First, we check to see if the only thing we have are spies * assaulting. If so, we try to sneak them on land. If they * make it, the defenders don't see a thing. If they fail, well, * the spies die, and the defenders see them. */ ourtotal = 0; for (n = 0; n <= off->last; n++) { if (off[n].type == EF_BAD) continue; ourtotal += off[n].troops * att_combat_eff(off + n); } for (qp = olist.q_forw; qp != &olist; qp = next) { next = qp->q_forw; llp = (struct llist *)qp; if (lchr[(int)llp->land.lnd_type].l_flags & L_SPY) continue; ourtotal++; } /* If no attacking forces (i.e. we got here with only spies) * then try to sneak on-land. */ if (!ourtotal) { pr("Trying to sneak on shore...\n"); for (qp = olist.q_forw; qp != &olist; qp = next) { next = qp->q_forw; llp = (struct llist *)qp; rel = getrel(getnatp(def->own), player->cnum); if (chance(0.10) || rel == ALLIED || !def->own) { pr("%s made it on shore safely.\n", prland(&llp->land)); llp->land.lnd_x = def->x; llp->land.lnd_y = def->y; llp->land.lnd_ship = -1; putland(llp->land.lnd_uid, &llp->land); } else { pr("%s was spotted", prland(&llp->land)); if (rel == HOSTILE || rel == AT_WAR || rel == SITZKRIEG || rel == MOBILIZATION) { wu(0, def->own, "%s spy shot and killed in %s.\n", cname(player->cnum), xyas(def->x, def->y, def->own)); pr(" and was killed in the attempt.\n"); llp->land.lnd_effic = 0; putland(llp->land.lnd_uid, &llp->land); lnd_delete(llp, ""); } else { wu(0, def->own, "%s spy spotted in %s.\n", cname(player->cnum), xyas(def->x, def->y, def->own)); pr(" but made it ok.\n"); llp->land.lnd_x = def->x; llp->land.lnd_y = def->y; llp->land.lnd_ship = -1; putland(llp->land.lnd_uid, &llp->land); } } } return RET_OK; } /* Get the real defense */ att_get_defense(&olist, def, &dlist, a_spy, ototal); /* Get assaulter and defender support */ att_get_support(A_ASSAULT, fort_sup, ship_sup, land_sup, plane_sup, &olist, off, &dlist, def, &osupport, &dsupport, a_engineer); if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); att_empty_attack(A_ASSAULT, 0, def); return att_free_lists(&olist, &dlist); } /* * Death, carnage, and destruction. */ att_fight(A_ASSAULT, off, &olist, osupport, def, &dlist, dsupport); return RET_OK; }