/* * 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. * * --- * * atta.c: Attack another sector * * Known contributors to this file: * Dave Pare * Ken Stevens, 1995 * Steve McClure, 1996 */ #include #include "misc.h" #include "player.h" #include "file.h" #include "sect.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 atta(void) { struct combat off[6]; /* attacking sectors */ struct combat def[1]; /* defending sector */ coord newx, newy; struct sctstr sect; int fort_sup, ship_sup, land_sup, plane_sup; struct emp_qelem olist; /* attacking units */ struct emp_qelem dlist; /* defending units */ int ototal; /* total attacking strength */ int a_engineer = 0; /* attacker engineers are present */ int a_spy = 0; /* the best attacker scout */ double osupport = 1.0; /* attack support */ double dsupport = 1.0; /* defense support */ int last, n; char *p; char buf[1024]; int rel; att_combat_init(def, EF_SECTOR); /* * Collect input from the attacker */ /* What are we attacking? */ 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_ATTACK, 0, def)) return RET_FAIL; /* Show what we're attacking, and check treaties */ if (att_show(def)) return RET_FAIL; /* Ask about offensive support */ att_ask_support(2, &fort_sup, &ship_sup, &land_sup, &plane_sup); if (att_abort(A_ATTACK, 0, def)) { att_empty_attack(A_ATTACK, 0, def); return RET_OK; } /* initialize the off[] array */ for (n = 0, last = -1; n < 6; ++n) { /* Directions */ newx = def->x + diroff[n + 1][0]; newy = def->y + diroff[n + 1][1]; getsect(newx, newy, §); /* incase cross world boundary */ rel = getrel(getnatp(sect.sct_own), player->cnum); if (!player->owner && rel != ALLIED) continue; att_combat_init(&off[++last], EF_SECTOR); off[last].x = sect.sct_x; off[last].y = sect.sct_y; } off->last = last; /* Ask the player what he wants to attack with */ att_ask_offense(A_ATTACK, off, def, &olist, &a_spy, &a_engineer); if (att_abort(A_ATTACK, off, def)) { pr("Attack aborted\n"); att_empty_attack(A_ATTACK, 0, def); return att_free_lists(&olist, 0); } ototal = att_get_offense(A_ATTACK, off, &olist, def); if (att_abort(A_ATTACK, off, def)) { pr("Attack aborted\n"); att_empty_attack(A_ATTACK, 0, def); return att_free_lists(&olist, 0); } /* * We have now got all the answers from the attacker. From this point * forward, we can assume that this battle is the _only_ thing * happening in the game. */ /* Get the real defense */ att_get_defense(&olist, def, &dlist, a_spy, ototal); /* Get attacker and defender support */ att_get_support(A_ATTACK, fort_sup, ship_sup, land_sup, plane_sup, &olist, off, &dlist, def, &osupport, &dsupport, a_engineer); if (att_abort(A_ATTACK, off, def)) { pr("Attack aborted\n"); att_empty_attack(A_ATTACK, 0, def); return att_free_lists(&olist, &dlist); } /* * Death, carnage, and destruction. */ att_fight(A_ATTACK, off, &olist, osupport, def, &dlist, dsupport); return RET_OK; }