/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire 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 3 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, see .
*
* ---
*
* 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.
*
* ---
*
* attsub.c: Attack subroutines
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1996-2000
* Markus Armbruster, 2006-2016
*/
#include
#include
#include
#include "chance.h"
#include "combat.h"
#include "empobj.h"
#include "map.h"
#include "misc.h"
#include "mission.h"
#include "news.h"
#include "nsc.h"
#include "optlist.h"
#include "path.h"
#include "plague.h"
#include "player.h"
#include "prototypes.h"
#include "unit.h"
#include "xy.h"
#define CASUALTY_LUMP 1 /* How big casualty chunks should be */
static void ask_olist(int combat_mode, struct combat *off,
struct combat *def, struct emp_qelem *olist,
char *land_answer, int *a_spyp, int *a_engineerp);
static void take_move_in_mob(int combat_mode, struct ulist *llp,
struct combat *off, struct combat *def);
static void move_in_land(int combat_mode, struct combat *off,
struct emp_qelem *olist, struct combat *def);
static void ask_move_in(struct combat *off, struct emp_qelem *olist,
struct combat *def);
static void ask_move_in_off(struct combat *off, struct combat *def);
static int board_abort(struct combat *off, struct combat *def);
static int land_board_abort(struct combat *off, struct combat *def);
static int ask_off(int combat_mode, struct combat *off,
struct combat *def);
static void get_dlist(struct combat *def, struct emp_qelem *, int a_spy,
int *d_spyp);
static int get_ototal(int combat_mode, struct combat *off,
struct emp_qelem *olist, double osupport, int check);
static int get_dtotal(struct combat *def, struct emp_qelem *list,
double dsupport, int check);
static double att_calcodds(int, int);
static int take_casualty(int combat_mode, struct combat *off,
struct emp_qelem *olist);
static void send_reacting_units_home(struct emp_qelem *list);
static int take_def(int combat_mode, struct emp_qelem *list,
struct combat *off, struct combat *def);
static int get_oland(int, struct ulist *);
static int get_dland(struct combat *, struct ulist *);
char *att_mode[] = {
/* must match combat types in combat.h */
"defend", "attack", "assault", "paradrop", "board", "lboard"
};
/*
* The principal object in this code is the "combat" object. A combat object
* is either a sector or ship. There are
* usually two instances of this, the "def" or defense combat object, and
* the array of "off" or offense objects. The number of offense objects is
* determined by the value of off->last (e.g. more than one attacking sector).
* the type of the object is determined by combat->type which can take the
* values EF_SECTOR, EF_SHIP, EF_PLANE, or EF_BAD. Another important parameter
* which is often passed to these functions is combat_mode. This can take
* the value A_DEFEND, A_ATTACK, A_ASSAULT, A_PARA, A_BOARD and A_LBOARD.
* As these six modes of being in combat affect things like mobcost and combat
* value, there are often switches made on combat_mode. Note that in all cases
* no mobility is taken from sectors, ships, or land units until the player
* has committed to a fight. Instead, the cost is temporarily placed in
* combat->mobcost, or llp->mobil as the case may be, and then when the object
* is "put" back onto disk, then the amounts in these variables are subtracted
* from the object's mobility. It needs to be done this way as the objects
* are constantly being re-read from disk, and we don't want to take any mob
* unless a fight actually occurrs.
* -Ken Stevens
*/
/* initialize combat object */
int
att_combat_init(struct combat *com, int type)
{
memset(com, 0, sizeof(*com));
com->type = type;
return type;
}
/* print a combat object with optional preposition */
static char *
pr_com(int inon, struct combat *com, natid who)
{
if (com->type == EF_SECTOR) {
return prbuf("%s%s",
inon ? inon == 1 ? "in " : "into " : "",
xyas(com->x, com->y, who));
} else if (com->type == EF_SHIP) {
return prbuf("%s%s %s(#%d)",
inon ? inon == 1 ? "on " : "onto " : "",
com->shp_mcp->m_name, com->shp_name, com->shp_uid);
} else if (com->type == EF_LAND) {
return prbuf("%s%s #%d",
inon ? inon == 1 ? "on " : "onto " : "",
com->lnd_lcp->l_name, com->lnd_uid);
} else {
return "your forces";
}
}
static char *
prcom(int inon, struct combat *com)
{
return pr_com(inon, com, player->cnum);
}
/*
* This is the combat object "type" based integrity check. It basically
* splits along three divisions: ship/sector, attacker/defender,
* first time/not first time.
*/
int
att_get_combat(struct combat *com, int isdef)
{
struct sctstr sect;
struct shpstr ship;
struct lndstr land;
int pstage;
natid owner;
int mil;
int eff;
int mob;
coord x, y;
switch (com->type) {
case EF_SECTOR:
if (!getsect(com->x, com->y, §)) {
pr("Bad sector: %s\n", xyas(com->x, com->y, player->cnum));
return att_combat_init(com, EF_BAD);
}
com->sct_type = sect.sct_type;
com->sct_dcp = &dchr[sect.sct_type];
mil = sect.sct_item[I_MILIT];
pstage = sect.sct_pstage;
owner = sect.sct_own;
eff = sect.sct_effic;
mob = sect.sct_mobil;
x = com->x;
y = com->y;
break;
case EF_LAND:
if (!getland(com->lnd_uid, &land) || !land.lnd_own) {
if (isdef)
pr("Land unit #%d is not in the same sector!\n",
com->lnd_uid);
return att_combat_init(com, EF_BAD);
}
if (isdef && player->owner) {
pr("Boarding yourself? Try using the 'load' command.\n");
return att_combat_init(com, EF_BAD);
}
com->lnd_lcp = &lchr[(int)land.lnd_type];
mil = land.lnd_item[I_MILIT];
pstage = land.lnd_pstage;
owner = land.lnd_own;
eff = land.lnd_effic;
mob = land.lnd_mobil;
x = land.lnd_x;
y = land.lnd_y;
break;
case EF_SHIP:
if (!getship(com->shp_uid, &ship) || !ship.shp_own) {
if (isdef)
pr("Ship #%d is not in the same sector!\n", com->shp_uid);
else
pr("Ship #%d is not your ship!\n", com->shp_uid);
return att_combat_init(com, EF_BAD);
}
if (opt_MARKET) {
if (isdef && player->owner && ontradingblock(EF_SHIP, &ship)) {
pr("%s is on the trading block.\n", prcom(0, com));
return att_combat_init(com, EF_BAD);
}
}
if (isdef && player->owner) {
pr("Boarding yourself? Try using the 'tend' command.\n");
return att_combat_init(com, EF_BAD);
}
com->shp_mcp = &mchr[(int)ship.shp_type];
strncpy(com->shp_name, ship.shp_name, MAXSHPNAMLEN);
if (!isdef && !player->owner) {
if (com->set)
pr("%s was just sunk!\n", prcom(0, com));
else
pr("Ship #%d is not your ship!\n", com->shp_uid);
return att_combat_init(com, EF_BAD);
}
mil = ship.shp_item[I_MILIT];
pstage = ship.shp_pstage;
owner = ship.shp_own;
eff = ship.shp_effic;
mob = ship.shp_mobil;
x = ship.shp_x;
y = ship.shp_y;
break;
case EF_PLANE:
return com->mil;
case EF_BAD:
return EF_BAD;
default:
return att_combat_init(com, EF_BAD);
}
if (!com->set) { /* first time */
if (isdef) { /* defender */
com->troops = mil;
} else { /* attacker */
if (!mil)
pr("No mil %s\n", prcom(1, com));
else if (mil == 1)
pr("Only 1 mil %s\n", prcom(1, com));
/* don't abandon attacking sectors or ships */
com->troops = MAX(0, mil - 1);
}
com->plague = pstage == PLG_INFECT;
} else { /* not first time */
if (isdef) { /* defender */
if (com->x != x || com->y != y) {
pr("%s has moved!\n", prcom(0, com));
return att_combat_init(com, EF_BAD);
}
if (owner != com->own) {
if (owner) {
pr("WARNING: The ownership of %s just changed from %s to %s!\n",
prcom(0, com), cname(com->own), cname(owner));
} else if (com->type == EF_SECTOR) {
pr("WARNING: %s just abandoned sector %s!\n",
cname(com->own),
xyas(com->x, com->y, player->cnum));
}
}
if (com->mil != mil)
pr("WARNING: The enemy mil %s just %s from %d to %d!\n",
prcom(1, com),
com->mil < mil ? "increased" : "decreased", com->mil,
mil);
com->troops = mil;
} else { /* attacker */
if (owner != com->own && owner != player->cnum) {
/* must be EF_SECTOR */
if (com->troops)
pr("WARNING: Your %d mil in %s were destroyed because %s just took the sector!\n",
com->mil, xyas(com->x, com->y, player->cnum),
cname(owner));
else
pr("%s just took %s!\n",
cname(owner), xyas(com->x, com->y, player->cnum));
return att_combat_init(com, EF_BAD);
}
if (com->troops && com->troops + 1 > mil) {
if (com->own == owner && player->cnum == owner)
/* not a takeover */
pr("WARNING: Your mil %s has been reduced from %d to %d!\n",
prcom(1, com), com->troops, MAX(0, mil - 1));
com->troops = MAX(0, mil - 1);
}
}
}
com->set = 1;
com->mil = mil;
com->own = owner;
com->x = x;
com->y = y;
com->eff = eff;
com->mob = mob;
return com->troops;
}
/*
* In the course of the fight, the combat object may have lost mil, eff, or
* mobility. This is the place where the data in the object gets flushed to
* disk to make it "real".
*/
static void
put_combat(struct combat *com)
{
struct sctstr sect;
struct shpstr ship;
struct lndstr land;
int deff;
switch (com->type) {
case EF_SECTOR:
getsect(com->x, com->y, §);
sect.sct_type = com->sct_type;
deff = sect.sct_effic - com->eff;
if (deff > 0) {
sect.sct_road -= sect.sct_road * deff / 100.0;
sect.sct_rail -= sect.sct_rail * deff / 100.0;
sect.sct_defense -= sect.sct_defense * deff / 100.0;
if (sect.sct_road <= 0)
sect.sct_road = 0;
if (sect.sct_rail <= 0)
sect.sct_rail = 0;
if (sect.sct_defense <= 0)
sect.sct_defense = 0;
}
sect.sct_effic = com->eff;
if (com->mobcost) {
if (opt_MOB_ACCESS) {
if ((com->mob - com->mobcost) < -127)
sect.sct_mobil = -127;
else
sect.sct_mobil = com->mob - com->mobcost;
} else {
if ((com->mob - com->mobcost) < 0)
sect.sct_mobil = 0;
else
sect.sct_mobil = com->mob - com->mobcost;
}
}
sect.sct_own = com->own;
if (com->plague) {
if (sect.sct_pstage == PLG_HEALTHY)
sect.sct_pstage = PLG_EXPOSED;
}
sect.sct_item[I_MILIT] = com->mil;
putsect(§);
com->own = sect.sct_own; /* avoid WARNING if sector reverts */
break;
case EF_LAND:
getland(com->lnd_uid, &land);
land.lnd_effic = com->eff;
if (com->mobcost) {
if (com->mob - com->mobcost < -127)
land.lnd_mobil = -127;
else
land.lnd_mobil = (signed char)(com->mob - com->mobcost);
}
land.lnd_own = com->own;
if (com->plague) {
if (land.lnd_pstage == PLG_HEALTHY)
land.lnd_pstage = PLG_EXPOSED;
}
if (!(com->lnd_lcp->l_flags & L_SPY))
land.lnd_item[I_MILIT] = com->mil;
if (com->own == player->cnum) {
land.lnd_mission = 0;
land.lnd_rflags = 0;
memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
}
putland(com->lnd_uid, &land);
break;
case EF_SHIP:
getship(com->shp_uid, &ship);
ship.shp_effic = com->eff;
if (com->mobcost) {
if (com->mob - com->mobcost < -127)
ship.shp_mobil = -127;
else
ship.shp_mobil = (signed char)(com->mob - com->mobcost);
}
ship.shp_own = com->own;
if (com->plague) {
if (ship.shp_pstage == PLG_HEALTHY)
ship.shp_pstage = PLG_EXPOSED;
}
ship.shp_item[I_MILIT] = com->mil;
if (com->own == player->cnum) {
ship.shp_mission = 0;
ship.shp_rflags = 0;
memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
}
putship(com->shp_uid, &ship);
}
com->mobcost = 0;
/*
* FIXME if we just sank the ship, att_get_combat() will report
* "not in the same sector", and proceed to clobber *com. See
* also the workaround in boar().
*/
att_get_combat(com, com->own != player->cnum);
}
/* If pre-attack, abort fight. If post-attack, don't move anything in */
static int
abort_attack(void)
{
return player->aborted = 1;
}
/*
* This is the combat_mode based integrity check. It splits among two main
* divisions: first time/not first time, and attack/assault/para/board.
*/
int
att_abort(int combat_mode, struct combat *off, struct combat *def)
{
struct sctstr sect;
if (player->aborted)
return 1;
if (att_get_combat(def, 1) < 0)
return abort_attack();
if (off && combat_mode != A_ATTACK) {
if (att_get_combat(off, 0) < 0)
return abort_attack();
if (off->type == EF_SHIP &&
!(off->x == def->x && off->y == def->y) &&
(!getsect(off->x, off->y, §) ||
sect.sct_type != SCT_WATER)) {
pr("%s can not %s from that far inland!\n",
prcom(0, off), att_mode[combat_mode]);
return abort_attack();
}
}
switch (combat_mode) {
case A_ATTACK:
if (!neigh(def->x, def->y, player->cnum) &&
!adj_units(def->x, def->y, player->cnum)) {
pr("You are not adjacent to %s\n",
xyas(def->x, def->y, player->cnum));
return abort_attack();
}
if (def->own == player->cnum) {
pr("You can't attack your own sector.\n");
return abort_attack();
}
break;
case A_ASSAULT:
if (off && mapdist(off->x, off->y, def->x, def->y) > 1) {
pr("You'll have to get there first...\n");
return abort_attack();
}
if (off && def->sct_type == SCT_MOUNT) {
pr("You can't assault a %s sector!\n", def->sct_dcp->d_name);
return abort_attack();
}
break;
case A_PARA:
if (def->own == player->cnum) {
pr("You can't air-assault your own sector.\n");
return abort_attack();
}
if (off && (def->sct_type == SCT_MOUNT ||
def->sct_type == SCT_WATER ||
def->sct_type == SCT_CAPIT ||
def->sct_type == SCT_FORTR ||
def->sct_type == SCT_WASTE)) {
pr("You can't air-assault a %s sector!\n",
def->sct_dcp->d_name);
return abort_attack();
}
break;
case A_BOARD:
return board_abort(off, def);
case A_LBOARD:
return land_board_abort(off, def);
}
if (off && def->sct_dcp->d_mob0 < 0) {
pr("You can't %s a %s sector!\n",
att_mode[combat_mode], def->sct_dcp->d_name);
return abort_attack();
}
if (!off || off->relations_checked)
return 0;
off->relations_checked = 1;
if (opt_HIDDEN) {
setcont(player->cnum, def->own, FOUND_SPY);
setcont(def->own, player->cnum, FOUND_SPY);
}
return 0;
}
/*
* Lots of special things need to be checked for boarding, so I put it in
* it's own function.
*/
static int
board_abort(struct combat *off, struct combat *def)
{
struct shpstr aship, dship; /* for tech levels */
struct sctstr sect;
if (att_get_combat(def, 1) < 0)
return abort_attack();
if (!off)
return 0;
if (att_get_combat(off, 0) < 0)
return abort_attack();
if (off->x != def->x || off->y != def->y) {
pr("Ship #%d is not in the same sector!\n", def->shp_uid);
return abort_attack();
}
if (off->type == EF_SHIP) {
if (off->mob <= 0) {
pr("%s has no mobility!\n", prcom(0, off));
return abort_attack();
}
getship(off->shp_uid, &aship);
getship(def->shp_uid, &dship);
if (techfact(aship.shp_tech, shp_speed(&aship)) * off->eff
<= techfact(dship.shp_tech, shp_speed(&dship)) * def->eff) {
pr("Victim ship moves faster than you do!\n");
if (def->own)
wu(0, def->own,
"%s %s failed to catch %s\n",
prnatid(aship.shp_own),
pr_com(0, off, def->own), pr_com(0, def, def->own));
return abort_attack();
}
} else if (off->type != EF_SECTOR) {
pr("Please tell the deity that you got the 'banana boat' error\n");
return abort_attack();
}
if (def->shp_mcp->m_flags & M_SUB) {
getsect(def->x, def->y, §);
if (sect.sct_type == SCT_WATER) {
pr("You can't board a submarine!\n");
return abort_attack();
}
}
return 0;
}
/*
* Lots of special things need to be checked for boarding, so I put it in
* it's own function.
* STM - I copied it for land unit boarding. :)
*/
static int
land_board_abort(struct combat *off, struct combat *def)
{
if (att_get_combat(def, 1) < 0)
return abort_attack();
if (!off)
return 0;
if (att_get_combat(off, 0) < 0)
return abort_attack();
if (off->x != def->x || off->y != def->y) {
pr("Land unit #%d is not in the same sector!\n", def->lnd_uid);
return abort_attack();
}
return 0;
}
/* If we are boarding, then the defending ship gets a chance to fire back */
int
att_approach(struct combat *off, struct combat *def)
{
int dam;
struct sctstr sect;
struct shpstr ship;
pr("Approaching %s...\n", prcom(0, def));
if (def->own)
wu(0, def->own,
"%s is being approached by %s...\n",
pr_com(0, def, def->own), pr_com(0, off, def->own));
if (!(dam = shipdef(player->cnum, def->own, def->x, def->y)))
return 0;
pr("They're firing at us sir!\n");
if (def->own) {
wu(0, def->own,
"Your fleet at %s does %d damage to %s\n",
xyas(def->x, def->y, def->own), dam, pr_com(0, off, def->own));
}
if (off->type == EF_SECTOR) {
getsect(off->x, off->y, §);
sectdamage(§, dam);
putsect(§);
pr("Enemy fleet at %s does %d damage to %s\n",
xyas(def->x, def->y, player->cnum), dam, prcom(0, off));
} else if (off->type == EF_SHIP) {
getship(off->shp_uid, &ship);
shipdamage(&ship, dam);
putship(off->shp_uid, &ship);
if (def->own && ship.shp_effic < SHIP_MINEFF) {
wu(0, def->own, "%s sunk!\n", pr_com(0, off, def->own));
nreport(player->cnum, N_SHP_LOSE, def->own, 1);
}
}
if (att_get_combat(off, 0) < 0)
return abort_attack();
return 0;
}
/* The attack is valid. Tell the attacker about what they're going to hit */
void
att_show(struct combat *def)
{
if (def->type == EF_SECTOR) {
pr("%s is a %d%% %s %s with approximately %d military.\n",
xyas(def->x, def->y, player->cnum),
roundintby((int)def->eff, 10),
cname(def->own), def->sct_dcp->d_name,
roundintby(def->troops, 10));
if (map_set(player->cnum, def->x, def->y, def->sct_dcp->d_mnem, 0))
writemap(player->cnum);
} else if (def->type == EF_SHIP || def->type == EF_LAND) {
pr("%s is about %d%% efficient and has approximately %d mil on board.\n",
prcom(0, def), roundintby((int)def->eff, 10),
roundintby(def->troops, 10));
}
}
/* Attack and assault ask the user which kind of support they want */
int
att_ask_support(int offset, int *fortp, int *shipp, int *landp,
int *planep)
{
char buf[1024];
char *p;
*fortp = *shipp = *landp = *planep = 1;
if (player->argp[offset] != NULL) {
if ((player->argp[offset + 1] == NULL) ||
(player->argp[offset + 2] == NULL) ||
(player->argp[offset + 3] == NULL)) {
pr("If any support arguments are used, all must be!\n");
return RET_SYN;
}
*fortp = *shipp = 0;
*landp = *planep = 0;
p = getstarg(player->argp[offset], "Use fort support? ", buf);
if (!p)
return RET_SYN;
if ((*p == 'y') || (*p == 'Y'))
*fortp = 1;
p = getstarg(player->argp[offset + 1], "Use ship support? ", buf);
if (!p)
return RET_SYN;
if ((*p == 'y') || (*p == 'Y'))
*shipp = 1;
p = getstarg(player->argp[offset + 2], "Use land support? ", buf);
if (!p)
return RET_SYN;
if ((*p == 'y') || (*p == 'Y'))
*landp = 1;
p = getstarg(player->argp[offset + 3], "Use plane support? ", buf);
if (!p)
return RET_SYN;
if ((*p == 'y') || (*p == 'Y'))
*planep = 1;
}
return RET_OK;
}
/*
* Attack, assault, and board ask the attacker what they'd like to attack
* with. This includes mil and land units from each "off" object. Note that
* after each sub-prompt, we check to make sure that the attack is still
* valid, and if it's not, then we abort the attack.
*/
int
att_ask_offense(int combat_mode, struct combat *off, struct combat *def,
struct emp_qelem *olist, int *a_spyp, int *a_engineerp)
{
int n;
char land_answer[256];
emp_initque(olist);
if (att_abort(combat_mode, off, def))
return 0;
memset(land_answer, 0, sizeof(land_answer));
for (n = 0; n <= off->last; ++n) {
off[n].troops = ask_off(combat_mode, off + n, def);
if (att_abort(combat_mode, off, def))
return 0;
ask_olist(combat_mode, off + n, def, olist, land_answer,
a_spyp, a_engineerp);
if (att_abort(combat_mode, off, def))
return 0;
}
return 0;
}
/*
* Return path cost for @attacker to enter sector given by @def.
* @mobtype is a mobility type accepted by sector_mcost().
*/
static double
att_mobcost(natid attacker, struct combat *def, int mobtype)
{
struct sctstr sect;
int ok;
if (CANT_HAPPEN(def->type != EF_SECTOR))
return -1.0;
ok = getsect(def->x, def->y, §);
if (CANT_HAPPEN(!ok))
return -1.0;
/*
* We want the cost to move/march into the sector. If we just
* called sector_mcost(), we'd get the defender's cost. The
* attacker's cost is higher unless he's the old-owner. Note: if
* there are no civilians, a victorious attacker will become the
* old-owner. But he isn't now.
*/
sect.sct_own = attacker;
sect.sct_mobil = 0;
return sector_mcost(§, mobtype);
}
/* How many mil is off allowed to attack with when it attacks def? */
static int
get_mob_support(int combat_mode, struct combat *off, struct combat *def)
{
int mob_support;
double mobcost;
switch (combat_mode) {
case A_ATTACK:
mobcost = att_mobcost(off->own, def, MOB_MOVE);
if (mobcost < 0 || off->mob <= 0)
return 0;
mob_support = off->mob / mobcost;
if (mob_support < off->troops)
pr("Sector %s has %d mobility which can only support %d mil,\n",
xyas(off->x, off->y, player->cnum), off->mob, mob_support);
else
mob_support = off->troops;
return mob_support;
case A_ASSAULT:
if (def->own != player->cnum && def->mil) {
if (off->shp_mcp->m_flags & M_SEMILAND)
return off->troops / 4;
else if (!(off->shp_mcp->m_flags & M_LAND))
return off->troops / 10;
}
break;
case A_BOARD:
if (off->type == EF_SECTOR && off->mob <= 0)
return 0;
mob_support = def->shp_mcp->m_item[I_MILIT];
if (mob_support < off->troops)
pr("The size of the ship you are trying to board limits your party to %d mil,\n", mob_support);
else
mob_support = off->troops;
return mob_support;
case A_LBOARD:
if (off->mob <= 0)
return 0;
if (def->lnd_lcp->l_flags & L_SPY)
return 1;
mob_support = def->lnd_lcp->l_item[I_MILIT];
if (mob_support < off->troops)
pr("The size of the unit you are trying to board limits your party to %d mil,\n", mob_support);
else
mob_support = off->troops;
return mob_support;
}
return off->troops;
}
/*
* If the attacker decides to go through with the attack, then the
* sectors/ships they are attacking with may be charged some mobility.
* This is where that amount of mobility is calculated. It is actually
* subtracted "for real" from the object's mobility in put_combat().
*/
static void
calc_mobcost(int combat_mode, struct combat *off, struct combat *def,
int attacking_mil)
{
struct shpstr ship;
if (!attacking_mil)
return;
switch (combat_mode) {
case A_ATTACK:
off->mobcost += MAX(1,
(int)(attacking_mil
* att_mobcost(off->own, def, MOB_MOVE)));
break;
case A_LBOARD:
off->mobcost += MAX(1, attacking_mil / 5);
break;
case A_BOARD:
switch (off->type) {
case EF_SECTOR:
off->mobcost += MAX(1, attacking_mil / 5);
break;
case EF_SHIP:
/* the 2 in the formula below is a fudge factor */
getship(def->shp_uid, &ship);
off->mobcost += shp_speed(&ship) / 2 * def->eff / 100;
}
}
}
/* How many mil to we want to attack from off against def? */
static int
ask_off(int combat_mode, struct combat *off, struct combat *def)
{
int attacking_mil;
int mob_support;
char prompt[512];
if (att_get_combat(off, 0) <= 0)
return 0;
if ((off->type == EF_SECTOR) && (off->own != player->cnum))
return 0;
if ((mob_support = get_mob_support(combat_mode, off, def)) <= 0)
return 0;
if (off->type == EF_SECTOR) {
if (off->own != player->cnum)
return 0;
sprintf(prompt, "Number of mil from %s at %s (max %d) : ",
off->sct_dcp->d_name,
xyas(off->x, off->y, player->cnum), mob_support);
} else {
sprintf(prompt, "Number of mil from %s (max %d) : ",
prcom(0, off), mob_support);
}
if ((attacking_mil = onearg(NULL, prompt)) < 0)
abort_attack();
if (att_abort(combat_mode, off, def))
return 0;
if (att_get_combat(off, 0) <= 0)
return 0;
if ((attacking_mil =
MIN(attacking_mil, MIN(mob_support, off->troops))) <= 0)
return 0;
calc_mobcost(combat_mode, off, def, attacking_mil);
return attacking_mil;
}
/*
* Which units would you like to attack with or move in with [ynYNq?]
*/
static char
att_prompt(char *prompt, char army)
{
char buf[1024];
char *p;
if (!army)
army = '~';
for (;;) {
p = getstring(prompt, buf);
if (!p || *p == 'q') {
abort_attack();
return 'N';
}
if (!*p)
return 'n';
if (tolower(*p) == 'y' || tolower(*p) == 'n')
return *p;
pr("y - yes this unit\n"
"n - no this unit\n"
"Y - yes to all units in army '%c'\n"
"N - no to all units in army '%c'\n"
"q - quit\n? - this help message\n\n",
army, army);
}
}
/* Ask the attacker which units they want to attack/assault/board with */
static void
ask_olist(int combat_mode, struct combat *off, struct combat *def,
struct emp_qelem *olist, char *land_answer, int *a_spyp,
int *a_engineerp)
{
struct nstr_item ni;
struct lndstr land;
double pathcost, mobcost;
int reqmob;
struct ulist *llp;
struct lchrstr *lcp;
double att_val;
int count = 0;
int maxland = 0;
int first_time = 1;
char prompt[512];
if (def->type == EF_LAND)
return;
if (def->type == EF_SHIP)
maxland = def->shp_mcp->m_nland;
snxtitem_xy(&ni, EF_LAND, off->x, off->y);
while (nxtitem(&ni, &land)) {
if (land.lnd_own != player->cnum)
continue;
if (!land.lnd_own)
continue;
if (land_answer[(int)land.lnd_army] == 'N')
continue;
if (!lnd_can_attack(&land))
continue;
lcp = &lchr[(int)land.lnd_type];
if (def->type == EF_SHIP && !maxland) {
pr("Land units are not able to board this kind of ship\n");
return;
}
if (def->type == EF_SHIP
&& (def->shp_mcp->m_flags & (M_SUPPLY | M_SUB)) != M_SUPPLY
&& !(lcp->l_flags & L_LIGHT)) {
pr("Only light land units can board this kind of ship\n");
continue;
}
if (land.lnd_mobil <= 0) {
pr("%s is out of mobility, and cannot %s\n",
prland(&land), att_mode[combat_mode]);
continue;
}
if (opt_MARKET) {
if (ontradingblock(EF_LAND, &land)) {
pr("%s is on the trading block, and cannot %s\n",
prland(&land), att_mode[combat_mode]);
continue;
}
}
if (off->type == EF_SECTOR && land.lnd_ship >= 0) {
pr("%s is on ship #%d, and cannot %s\n",
prland(&land), land.lnd_ship, att_mode[combat_mode]);
continue;
} else if (off->type == EF_SHIP) {
if (land.lnd_ship != off->shp_uid)
continue;
} else if (land.lnd_land >= 0) {
pr("%s is on unit #%d, and cannot %s\n",
prland(&land), land.lnd_land, att_mode[combat_mode]);
continue;
}
switch (combat_mode) {
case A_ATTACK:
/*
* We used to let land units attack only if they have the
* mobility consumed by the attack, not counting combat
* and moving in to occupy. Making sure your land units
* reach attack positions with enough mobility left is a
* pain in the neck. We now require positive mobility,
* just like for marching. Except we don't allow rushing
* of high-mobility sectors (mountains): for those we
* still require attack mobility.
*/
pathcost = att_mobcost(land.lnd_own, def, lnd_mobtype(&land));
mobcost = lnd_pathcost(&land, pathcost);
if (pathcost < 1.0) {
if (land.lnd_mobil <= 0) {
pr("%s is out of mobility\n", prland(&land));
continue;
}
} else {
reqmob = MIN(land_mob_max, (int)ceil(mobcost));
if (land.lnd_mobil < reqmob) {
pr("%s does not have enough mobility (%d needed)\n",
prland(&land), reqmob);
continue;
}
}
break;
case A_ASSAULT:
case A_BOARD:
mobcost = 0;
if (!(lcp->l_flags & L_ASSAULT))
continue;
break;
default:
CANT_REACH();
return;
}
att_val = attack_val(combat_mode, &land);
if (att_val < 1.0) {
pr("%s has no offensive strength\n", prland(&land));
continue;
}
if (!lnd_supply_all(&land)) {
pr("%s is out of supply, and cannot %s\n",
prland(&land), att_mode[combat_mode]);
continue;
}
if (def->type == EF_SHIP && first_time) {
first_time = 0;
pr("You may board with a maximum of %d land units\n", maxland);
}
pr("%s has a base %s value of %.0f\n",
prland(&land), att_mode[combat_mode], att_val);
if (land_answer[(int)land.lnd_army] != 'Y') {
sprintf(prompt,
"%s with %s %s (%c %d%%) [ynYNq?] ",
att_mode[combat_mode],
prland(&land),
prcom(1, off),
land.lnd_army ? land.lnd_army : '~',
land.lnd_effic);
land_answer[(int)land.lnd_army] =
att_prompt(prompt, land.lnd_army);
if (att_abort(combat_mode, off, def))
return;
if (land_answer[(int)land.lnd_army] != 'y' &&
land_answer[(int)land.lnd_army] != 'Y')
continue;
}
llp = lnd_insque(&land, olist);
llp->supplied = 1;
llp->mobil = mobcost;
llp->x = llp->unit.land.lnd_x;
llp->y = llp->unit.land.lnd_y;
llp->eff = llp->unit.land.lnd_effic;
if (lnd_spyval(&land) > *a_spyp)
*a_spyp = lnd_spyval(&land);
if (lchr[land.lnd_type].l_flags & L_ENGINEER)
++*a_engineerp;
if (def->type == EF_SHIP && ++count >= maxland)
break;
}
}
/* What's the offense or defense multiplier? */
double
att_combat_eff(struct combat *com)
{
double eff = 1.0;
double str;
struct shpstr ship;
if (com->type == EF_SECTOR) {
eff = com->eff / 100.0;
if (com->own == player->cnum) {
str = com->sct_dcp->d_ostr;
eff = 1.0 + (str - 1.0) * eff;
} else
eff = sector_strength(getsectp(com->x, com->y));
} else if (com->type == EF_SHIP && com->own != player->cnum) {
getship(com->shp_uid, &ship);
eff = 1.0 + shp_armor(&ship) / 100.0;
}
return eff;
}
int
att_get_offense(int combat_mode, struct combat *off,
struct emp_qelem *olist, struct combat *def)
{
int ototal;
/*
* Get the attacker units & mil again in case they changed while the
* attacker was answering sub-prompts.
*/
ototal = get_ototal(combat_mode, off, olist, 1.0, 1);
if (att_empty_attack(combat_mode, ototal, def))
return abort_attack();
if (combat_mode == A_PARA)
return ototal;
pr("\n Initial attack strength: %8d\n", ototal);
return ototal;
}
/* Get the defensive units and reacting units */
int
att_get_defense(struct emp_qelem *olist, struct combat *def,
struct emp_qelem *dlist, int a_spy, int ototal)
{
int d_spy = 0;
struct emp_qelem *qp;
struct ulist *llp;
int dtotal;
int old_dtotal;
emp_initque(dlist);
get_dlist(def, dlist, 0, &d_spy);
dtotal = get_dtotal(def, dlist, 1.0, 0);
/*
* Call in reacting units
*/
if (def->type == EF_SECTOR && def->sct_type != SCT_MOUNT)
att_reacting_units(def, dlist, a_spy, &d_spy, ototal);
for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
llp = (struct ulist *)qp;
intelligence_report(def->own, &llp->unit.land, d_spy,
"Scouts report attacking unit:");
}
old_dtotal = dtotal;
dtotal = get_dtotal(def, dlist, 1.0, 0);
if (dtotal != old_dtotal)
pr("Defense strength with reacting units: %8d\n", dtotal);
return dtotal;
}
/* Get the defensive land units in the sector or on the ship */
static void
get_dlist(struct combat *def, struct emp_qelem *list, int a_spy,
int *d_spyp)
{
struct nstr_item ni;
struct ulist *llp;
struct lndstr land;
/* In here is where you need to take out spies and trains from the defending
lists. Spies try to hide, trains get trapped and can be boarded. */
snxtitem_xy(&ni, EF_LAND, def->x, def->y);
while (nxtitem(&ni, &land)) {
if (!land.lnd_own)
continue;
if (land.lnd_own != def->own)
continue;
if (def->type == EF_SECTOR && land.lnd_ship >= 0)
continue;
if (def->type == EF_SECTOR && land.lnd_land >= 0)
continue;
if (def->type == EF_SHIP && land.lnd_ship != def->shp_uid)
continue;
if (def->type == EF_LAND && land.lnd_land != def->lnd_uid)
continue;
intelligence_report(player->cnum, &land, a_spy,
"Scouts report defending unit:");
llp = lnd_insque(&land, list);
llp->supplied = lnd_supply_all(&land);
llp->mobil = 0.0;
llp->x = llp->unit.land.lnd_x;
llp->y = llp->unit.land.lnd_y;
llp->eff = llp->unit.land.lnd_effic;
if (lnd_spyval(&land) > *d_spyp)
*d_spyp = lnd_spyval(&land);
}
}
/* Calculate the total offensive strength */
static int
get_ototal(int combat_mode, struct combat *off, struct emp_qelem *olist,
double osupport, int check)
{
double ototal = 0.0;
struct emp_qelem *qp, *next;
struct ulist *llp;
int n, w;
/*
* first, total the attacking mil
*/
for (n = 0; n <= off->last; ++n) {
if (off[n].type == EF_BAD || (check &&
att_get_combat(&off[n], 0) <= 0))
continue;
ototal += off[n].troops * att_combat_eff(off + n);
}
/*
* next, add in the attack_values of all
* the attacking units
*/
for (qp = olist->q_forw; qp != olist; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
if (check && !get_oland(combat_mode, llp))
continue;
if (combat_mode == A_ATTACK) {
w = -1;
for (n = 0; n <= off->last; ++n) {
if (off[n].type == EF_BAD)
continue;
if ((off[n].x == llp->unit.land.lnd_x) &&
(off[n].y == llp->unit.land.lnd_y))
w = n;
}
if (w < 0) {
lnd_print(player->cnum, llp,
"can't attack from this sector now");
lnd_put_one(llp);
continue;
}
ototal += attack_val(combat_mode, &llp->unit.land) *
att_combat_eff(off + w);
} else {
ototal += attack_val(combat_mode, &llp->unit.land);
}
}
ototal *= osupport;
return ldround(ototal, 1);
}
/* Calculate the total defensive strength */
static int
get_dtotal(struct combat *def, struct emp_qelem *list, double dsupport,
int check)
{
double dtotal = 0.0, eff = 1.0, d_unit;
struct emp_qelem *qp, *next;
struct ulist *llp;
if (check && att_get_combat(def, 1) < 0)
return 0;
eff = att_combat_eff(def);
dtotal = def->troops * eff;
/*
* next, add in the defense_values of all
* the defending non-retreating units
*/
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
if (check && !get_dland(def, llp))
continue;
d_unit = defense_val(&llp->unit.land);
if (!llp->supplied)
d_unit /= 2.0;
dtotal += d_unit * eff;
}
dtotal *= dsupport;
return ldround(dtotal, 1);
}
/*
* This is the land unit integrity check.
*/
static int
get_oland(int combat_mode, struct ulist *llp)
{
struct lndstr *lp = &llp->unit.land;
char buf[512];
getland(llp->unit.land.lnd_uid, lp);
if (lp->lnd_own != player->cnum) {
sprintf(buf, "was destroyed and is no longer a part of the %s",
att_mode[combat_mode]);
lnd_print(player->cnum, llp, buf);
lnd_put_one(llp);
return 0;
}
if (lp->lnd_x != llp->x || lp->lnd_y != llp->y) {
sprintf(buf,
"left to fight another battle and is no longer a part of the %s",
att_mode[combat_mode]);
lnd_print(player->cnum, llp, buf);
lnd_put_one(llp);
return 0;
}
if (lp->lnd_effic < llp->eff) {
sprintf(buf, "damaged from %d%% to %d%%",
llp->eff, lp->lnd_effic);
lnd_print(player->cnum, llp, buf);
}
llp->eff = llp->unit.land.lnd_effic;
return 1;
}
static int
get_dland(struct combat *def, struct ulist *llp)
{
struct lndstr *lp = &llp->unit.land;
getland(llp->unit.land.lnd_uid, lp);
if (lp->lnd_own != def->own) {
lnd_print(llp->unit.land.lnd_own, llp,
"was destroyed and is no longer a part of the defense");
lnd_put_one(llp);
return 0;
}
if (lp->lnd_x != def->x || lp->lnd_y != def->y) {
lnd_print(llp->unit.land.lnd_own, llp,
"left to go fight another battle and is no longer a part of the defense");
lnd_put_one(llp);
return 0;
}
llp->eff = llp->unit.land.lnd_effic;
return 1;
}
static void
kill_land(struct emp_qelem *list)
{
struct emp_qelem *qp, *next;
struct ulist *llp;
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
if (llp->unit.land.lnd_ship >= 0) {
llp->unit.land.lnd_effic = 0;
lnd_print(player->cnum, llp,
"cannot return to the ship, and dies!");
lnd_put_one(llp);
}
}
}
static void
att_infect_units(struct emp_qelem *list, int plague)
{
struct emp_qelem *qp, *next;
struct ulist *llp;
if (!plague)
return;
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
if (llp->unit.land.lnd_pstage == PLG_HEALTHY)
llp->unit.land.lnd_pstage = PLG_EXPOSED;
}
}
/*
* Put the land unit on the disk. If there was some mobility cost, then
* subtract it from the units mobility. Note that this works the same way
* as sectors & ships in that no mobility is actually taken until the attacker
* has committed to attacking.
*/
static void
put_oland(struct emp_qelem *list)
{
struct emp_qelem *qp, *next;
struct ulist *llp;
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
llp->unit.land.lnd_mission = 0;
llp->unit.land.lnd_harden = 0;
llp->unit.land.lnd_mobil -= (int)llp->mobil;
llp->mobil = 0.0;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
if (llp->unit.land.lnd_own != player->cnum) {
emp_remque(&llp->queue);
free(llp);
} else
get_oland(A_ATTACK, llp);
}
}
/*
* Keep sending in reinforcements until it looks like we're going to win.
* Note that the "strength" command also calls this routine.
*/
double
att_reacting_units(struct combat *def, struct emp_qelem *list, int a_spy,
int *d_spyp, int ototal)
{
struct nstr_item ni;
struct lndstr land;
struct ulist *llp;
int dtotal;
double new_land = 0;
double mobcost;
double pathcost;
int origx, origy;
double eff = att_combat_eff(def);
if (list)
dtotal = get_dtotal(def, list, 1.0, 1);
else
dtotal = 0;
snxtitem_all(&ni, EF_LAND);
while (nxtitem(&ni, &land) && dtotal + new_land * eff < 1.2 * ototal) {
if (!land.lnd_own)
continue;
if (land.lnd_mission != MI_RESERVE)
continue;
if ((land.lnd_x == def->x) && (land.lnd_y == def->y))
continue;
if (land.lnd_own != def->own)
continue;
if (land.lnd_ship >= 0)
continue;
if (land.lnd_land >= 0)
continue;
if (defense_val(&land) < 1.0)
continue;
if (!lnd_can_attack(&land))
continue;
/* Only supplied units can react */
if (list ? !lnd_supply_all(&land) : !lnd_could_be_supplied(&land))
continue;
if (!in_oparea((struct empobj *)&land, def->x, def->y))
continue;
pathcost = path_find(land.lnd_x, land.lnd_y, def->x, def->y,
def->own, lnd_mobtype(&land));
if (pathcost < 0)
continue;
mobcost = lnd_pathcost(&land, pathcost);
if (land.lnd_mobil < mobcost)
continue;
new_land += defense_val(&land);
if (!list) /* we are in the "strength" command */
continue;
/* move to defending sector */
land.lnd_mobil -= ldround(mobcost, 1);
origx = land.lnd_x;
origy = land.lnd_y;
land.lnd_x = def->x;
land.lnd_y = def->y;
putland(land.lnd_uid, &land);
wu(0, land.lnd_own, "%s reacts to %s.\n",
prland(&land), xyas(land.lnd_x, land.lnd_y, land.lnd_own));
llp = lnd_insque(&land, list);
llp->supplied = 1;
llp->mobil = 0.0;
llp->x = origx;
llp->y = origy;
llp->eff = land.lnd_effic;
if (lnd_spyval(&land) > *d_spyp)
*d_spyp = lnd_spyval(&land);
intelligence_report(player->cnum, &land, a_spy,
"Scouts sight reacting enemy unit:");
}
return new_land;
}
/* Pop off shells and fly bombing missions to get your attack multiplier up */
static double
get_osupport(char *outs, struct combat *def, int fort_sup, int ship_sup,
int land_sup, int plane_sup)
{
double osupport = 1.0;
int dam;
double af, as, au, ap;
af = as = au = ap = 0.0;
if (fort_sup) {
dam = dd(def->own, player->cnum, def->x, def->y, 0, 0);
af = dam / 100.0;
osupport += af;
}
if (ship_sup) {
dam = sd(def->own, player->cnum, def->x, def->y, 0, 0, 0);
as = dam / 100.0;
osupport += as;
}
if (land_sup) {
dam = lnd_support(def->own, player->cnum, def->x, def->y, 0);
au = dam / 100.0;
osupport += au;
}
if (plane_sup) {
dam = off_support(def->x, def->y, def->own, player->cnum);
ap = dam / 100.0;
osupport += ap;
}
sprintf(outs, "attacker\t%1.2f\t%1.2f\t%1.2f\t%1.2f", af, as, au, ap);
return osupport;
}
/* Pop off shells and fly bombing missions to get your defense multiplier up */
static double
get_dsupport(char *outs, struct emp_qelem *list, struct combat *def,
int ototal, int dtotal)
{
double dsupport = 1.0;
int dam;
double df, ds, du, dp;
int good = 0;
df = ds = du = dp = 0.0;
if (dtotal < 0.1 * ototal) {
good = -1;
} else if (dtotal >= 1.2 * ototal) {
good = 1;
} else {
dam = dd(player->cnum, def->own, def->x, def->y, 0, 1);
df = dam / 100.0;
dsupport += df;
dtotal = get_dtotal(def, list, dsupport, 0);
if (dtotal < 1.2 * ototal) {
dam = sd(player->cnum, def->own, def->x, def->y, 0, 1, 0);
ds = dam / 100.0;
dsupport += ds;
dtotal = get_dtotal(def, list, dsupport, 0);
}
if (dtotal < 1.2 * ototal) {
dam = lnd_support(player->cnum, def->own, def->x, def->y, 1);
du = dam / 100.0;
dsupport += du;
dtotal = get_dtotal(def, list, dsupport, 1);
}
if (dtotal < 1.2 * ototal) {
dam = def_support(def->x, def->y, player->cnum, def->own);
dp = dam / 100.0;
dsupport += dp;
}
}
if (good)
*outs = '\0';
else
sprintf(outs, "defender\t%1.2f\t%1.2f\t%1.2f\t%1.2f",
df, ds, du, dp);
if (def->own) {
if (good < 0)
wu(0, def->own,
"\nOdds are bad for us...support cancelled.\n\n");
else if (good > 0)
wu(0, def->own,
"\nOdds are good for us...support cancelled.\n\n");
}
return dsupport;
}
/*
* Land mines add to the defense multiplier. If the attacker has engineers
* then this multiplier is cut in half.
*/
static double
get_mine_dsupport(struct combat *def, int a_engineer)
{
int mines;
struct sctstr sect;
getsect(def->x, def->y, §);
if (sect.sct_oldown != player->cnum) {
mines = SCT_LANDMINES(§);
mines = MIN(mines, 20);
if (a_engineer)
mines = ldround(mines / 2.0, 1);
if (mines > 0) {
if (def->own)
wu(0, def->own, "Defending mines add %1.2f\n",
mines * 0.02);
pr("Defending mines add %1.2f\n", mines * 0.02);
return mines * 0.02;
}
}
return 0.0;
}
/* Get the offensive and defensive support */
int
att_get_support(int combat_mode, int ofort, int oship, int oland,
int oplane, struct emp_qelem *olist, struct combat *off,
struct emp_qelem *dlist, struct combat *def,
double *osupportp, double *dsupportp, int a_engineer)
{
int ototal, dtotal;
char osupports[512];
char dsupports[512];
if (combat_mode == A_PARA)
*osupports = '\0';
else
*osupportp = get_osupport(osupports, def,
ofort, oship, oland, oplane);
/*
* I need to put a 1 at the end of the next four total_stren calls
* because units & mil may have been damaged by collateral damage or
* nuclear warheads from the offensive & defensive support.
*/
ototal = get_ototal(combat_mode, off, olist, *osupportp, 1);
if (att_empty_attack(combat_mode, ototal, def))
return abort_attack();
dtotal = get_dtotal(def, dlist, *dsupportp, 1);
/*
* Calculate defensive support. If odds are too good or too bad
* then don't call in support.
*/
*dsupportp = get_dsupport(dsupports, dlist, def, ototal, dtotal);
ototal = get_ototal(combat_mode, off, olist, *osupportp, 1);
if (att_empty_attack(combat_mode, ototal, def))
return abort_attack();
if ((*osupports || *dsupports) &&
(*osupportp != 1.0 || *dsupportp != 1.0)) {
pr("\n\t\tsupport values\n");
pr("\t\tforts\tships\tunits\tplanes\n");
if (*osupportp != 1.0)
pr("%s\n", osupports);
if (*dsupportp != 1.0)
pr("%s\n", dsupports);
pr("\n");
if (def->own) {
wu(0, def->own, "\n\t\tsupport values\n");
wu(0, def->own, "\t\tforts\tships\tunits\tplanes\n");
if (*osupportp != 1.0)
wu(0, def->own, "%s\n", osupports);
if (*dsupportp != 1.0)
wu(0, def->own, "%s\n", dsupports);
wu(0, def->own, "\n");
}
}
dtotal = get_dtotal(def, dlist, *dsupportp, 1);
if (dtotal && def->type == EF_SECTOR)
*dsupportp += get_mine_dsupport(def, a_engineer);
return 0;
}
/* How many two-legged bipeds are in this combat force? */
static int
count_bodies(struct combat *off, struct emp_qelem *list)
{
int n;
int bodies = 0;
struct emp_qelem *qp;
struct ulist *llp;
for (n = 0; n <= off->last; ++n)
bodies += off[n].troops;
for (qp = list->q_forw; qp != list; qp = qp->q_forw) {
llp = (struct ulist *)qp;
bodies += llp->unit.land.lnd_item[I_MILIT];
}
return bodies;
}
/* This is where the fighting actually occurs. */
int
att_fight(int combat_mode, struct combat *off, struct emp_qelem *olist,
double osupport, struct combat *def, struct emp_qelem *dlist,
double dsupport)
{
int success = 0;
int a_cas = 0; /* Casualty counts */
int d_cas = 0;
int ototal; /* total attacking strength */
int dtotal; /* total defending strength */
int a_bodies; /* total attacking mil (incl. mil in units) */
int d_bodies; /* total defending mil (incl. mil in units) */
int d_mil;
int a_troops[6];
int n;
int news_item;
int recalctime;
double odds;
int newmob;
char *action;
ototal = get_ototal(combat_mode, off, olist, osupport,
combat_mode != A_PARA);
dtotal = get_dtotal(def, dlist, dsupport, 0);
if (!dtotal)
success = 1;
a_bodies = count_bodies(off, olist);
d_bodies = count_bodies(def, dlist);
d_mil = def->troops;
for (n = 0; n <= off->last; ++n)
if (off[n].type == EF_BAD)
a_troops[n] = 0;
else
a_troops[n] = off[n].troops;
/* This switch is required to get the spacing right */
switch (combat_mode) {
case A_ATTACK:
pr(" Final attack strength: %8d\n", ototal);
break;
case A_ASSAULT:
pr(" Final assault strength: %8d\n", ototal);
break;
case A_PARA:
if (def->sct_type == SCT_MOUNT ||
def->sct_type == SCT_WATER ||
def->sct_type == SCT_CAPIT ||
def->sct_type == SCT_FORTR || def->sct_type == SCT_WASTE) {
pr("You can't air-assault a %s sector!\n",
def->sct_dcp->d_name);
a_cas = a_bodies;
off[0].troops = 0;
ototal = get_ototal(A_PARA, off, olist, osupport, 0);
}
pr(" Final air-assault strength: %8d\n", ototal);
break;
case A_BOARD:
case A_LBOARD:
pr(" Final board strength: %8d\n", ototal);
}
pr(" Final defense strength: %8d\n", dtotal);
odds = att_calcodds(ototal, dtotal);
pr(" Final odds: %8d%%\n", (int)(odds * 100));
/* spread the plague */
if (combat_mode != A_PARA) {
if (!def->plague)
for (n = 0; n <= off->last; ++n)
if (off[n].type != EF_BAD)
def->plague |= off[n].plague;
for (n = 0; n <= off->last; ++n)
if (off[n].type != EF_BAD)
off[n].plague |= def->plague;
}
att_infect_units(olist, off->plague);
att_infect_units(dlist, def->plague);
/*
* Fighting is slightly random. There is always that last little
* effort you see people put in. Or the stray bullet that takes out
* an officer and the rest go into chaos. Things like that.
* Thus, we have added a very slight random factor that will sometimes
* allow the little guy to win. We modify the odds a little
* (either +- 5%) to account for this randomness. We also only
* recalculate the odds every 8-50 casualties, not every cacsualty,
* since a single dead guy normally wouldn't cause a commander to
* rethink his strategies, but 50 dead guys might.
*/
odds += (roll(11) - 6) / 100.0;
if (odds < 0.0)
odds = 0.1;
if (odds > 1.0)
odds = 1.0;
recalctime = 7 + roll(43);
while (!success && ototal) {
if (chance(odds)) {
pr("!");
d_cas += take_casualty(A_DEFEND, def, dlist);
dtotal = get_dtotal(def, dlist, dsupport, 0);
if (!dtotal)
++success;
} else {
pr("@");
a_cas += take_casualty(combat_mode, off, olist);
ototal = get_ototal(combat_mode, off, olist, osupport, 0);
}
if (((a_cas + d_cas) % 70) == 69)
pr("\n");
if (recalctime-- <= 0) {
recalctime = 7 + roll(43);
odds = att_calcodds(ototal, dtotal);
odds += (roll(11) - 6) / 100.0;
if (odds < 0.0)
odds = 0.1;
if (odds > 1.0)
odds = 1.0;
}
}
pr("\n");
/* update defense mobility & mil */
if (success)
def->mil = 0;
else {
if (def->type == EF_SECTOR && d_mil && d_cas) {
if (def->mob < 0)
def->mobcost = 0;
else {
newmob = damage(def->mob, 100 * d_cas / d_mil);
def->mobcost = MIN(20, def->mob - newmob);
}
}
def->mil = def->troops;
}
/* update attack mobility & mil */
for (n = 0; n <= off->last; ++n)
if (off[n].type != EF_BAD && off[n].troops < a_troops[n]) {
if (off[n].type == EF_SECTOR && off[n].mil) {
if (!CANT_HAPPEN(off[n].mob < 0)) {
newmob = damage(off[n].mob,
100 * (a_troops[n] - off[n].troops)
/ off[n].mil);
off[n].mobcost += MIN(20, off[n].mob - newmob);
}
}
off[n].mil -= a_troops[n] - off[n].troops;
}
/* update land unit mobility */
if (d_bodies && d_cas)
lnd_takemob(dlist, (double)d_cas / d_bodies);
if (a_bodies && a_cas)
lnd_takemob(olist, (double)a_cas / a_bodies);
/* damage attacked sector */
def->eff = effdamage(def->eff, (d_cas + a_cas) / 10);
pr("- Casualties -\n Yours: %d\n", a_cas);
pr(" Theirs: %d\n", d_cas);
pr("Papershuffling ... %.1f B.T.U\n", (d_cas + a_cas) * 0.15);
player->btused += (int)((d_cas + a_cas) * 0.015 + 0.5);
if (success) {
switch (combat_mode) {
case A_ATTACK:
news_item = def->own ? N_WON_SECT : N_TOOK_UNOCC;
pr("We have captured %s, sir!\n", prcom(0, def));
action = "taking";
break;
case A_ASSAULT:
news_item = def->own ? N_AWON_SECT : N_START_COL;
pr("We have secured a beachhead at %s, sir!\n", prcom(0, def));
action = "assaulting and taking";
break;
case A_PARA:
news_item = def->own ? N_PWON_SECT : N_PARA_UNOCC;
pr("We have captured %s, sir!\n", prcom(0, def));
action = "air-assaulting and taking";
break;
case A_BOARD:
news_item = N_BOARD_SHIP;
pr("We have boarded %s, sir!\n", prcom(0, def));
action = "boarding";
break;
case A_LBOARD:
news_item = N_BOARD_LAND;
pr("We have boarded %s, sir!\n", prcom(0, def));
action = "boarding";
break;
default:
CANT_REACH();
news_item = 0;
action = "defeating";
}
} else {
switch (combat_mode) {
case A_ATTACK:
news_item = N_SCT_LOSE;
pr("You have been defeated!\n");
action = "attacking";
break;
case A_ASSAULT:
news_item = N_ALOSE_SCT;
pr("You have been defeated!\n");
kill_land(olist);
action = "trying to assault";
break;
case A_PARA:
news_item = N_PLOSE_SCT;
pr("All of your troops were destroyed\n");
action = "trying to air-assault";
break;
case A_BOARD:
news_item = N_SHP_LOSE;
pr("You have been repelled\n");
kill_land(olist);
action = "trying to board";
break;
case A_LBOARD:
news_item = N_LND_LOSE;
pr("You have been repelled\n");
kill_land(olist);
action = "trying to board";
break;
default:
CANT_REACH();
news_item = 0;
action = "fighting";
}
}
nreport(player->cnum, news_item, def->own, 1);
if (def->own) {
wu(0, def->own,
"%s lost %d troops %s %s\nWe lost %d troops defending\n",
prnatid(player->cnum), a_cas,
action, pr_com(0, def, def->own), d_cas);
}
send_reacting_units_home(dlist);
/* putland the defending land */
lnd_put(dlist);
/* putland the attacking land */
put_oland(olist);
/* put the victim sector/ship/land */
if (!success || !take_def(combat_mode, olist, off, def))
put_combat(def);
/* put the attacking sectors/ship */
for (n = 0; n <= off->last; ++n)
if (off[n].type != EF_BAD)
put_combat(&off[n]);
if (!success)
return 0;
switch (combat_mode) {
case A_ATTACK:
ask_move_in(off, olist, def);
/* put sectors again to get abandon warnings */
for (n = 0; n <= off->last; ++n)
if (off[n].type != EF_BAD)
put_combat(&off[n]);
break;
default:
att_move_in_off(combat_mode, off, olist, def);
}
if (def->mil > 0)
pr("%d of your troops now occupy %s\n", def->mil, prcom(0, def));
return 1;
}
/* What percentage of the combat forces going head-to-head are we? */
static double
att_calcodds(int ototal, int dtotal)
{
double odds;
/* calculate odds */
if (ototal <= 0)
odds = 0.0;
else if (dtotal <= 0)
odds = 1.0;
else
odds = (double)ototal / (dtotal + ototal);
return odds;
}
/* Here's where the dead soldiers get dragged off the battlefield */
static int
take_casualty(int combat_mode, struct combat *off, struct emp_qelem *olist)
{
int to_take = CASUALTY_LUMP;
int biggest_troops = 0, index = -1;
int n, tot_troops = 0, biggest_mil, cas;
struct emp_qelem *qp;
struct ulist *llp, *biggest;
for (n = 0; n <= off->last; ++n) {
if (off[n].type != EF_BAD) {
tot_troops += off[n].troops;
if (off[n].troops > biggest_troops) {
biggest_troops = off[n].troops;
index = n;
}
}
}
if (tot_troops)
to_take -= tot_troops;
if (to_take >= 0) {
for (n = 0; n <= off->last; ++n)
if (off[n].type != EF_BAD)
off[n].troops = 0;
} else {
/*
* They can all come off mil. We rotate the casualties,
* starting with the sector containing the most mil.
*/
to_take = CASUALTY_LUMP;
if (index < 0) {
pr("ERROR: Tell the deity that you got the 'green librarian' error\n");
index = 0;
}
while (to_take > 0) {
for (n = index; n <= off->last && to_take; ++n) {
if (off[n].type != EF_BAD && off[n].troops > 0) {
--to_take;
--off[n].troops;
}
}
for (n = 0; n < index && to_take; ++n) {
if (off[n].type != EF_BAD && off[n].troops > 0) {
--to_take;
--off[n].troops;
}
}
}
return CASUALTY_LUMP;
}
if (QEMPTY(olist))
return CASUALTY_LUMP - to_take;
/*
* Need to take some casualties from attacking units
* Procedure: find the biggest unit remaining (in
* terms of mil) and give it the casualties.
*/
biggest = NULL;
biggest_mil = -1;
for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
llp = (struct ulist *)qp;
if (llp->unit.land.lnd_item[I_MILIT] > biggest_mil) {
biggest_mil = llp->unit.land.lnd_item[I_MILIT];
biggest = llp;
}
}
if (biggest == NULL)
return CASUALTY_LUMP - to_take;
cas = lnd_take_casualty(combat_mode, biggest, to_take);
return CASUALTY_LUMP - (to_take - cas);
}
/* Send reacting defense units back to where they came from (at no mob cost) */
static void
send_reacting_units_home(struct emp_qelem *list)
{
struct emp_qelem *qp, *next;
struct ulist *llp;
char buf[1024];
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
if ((llp->unit.land.lnd_x != llp->x) ||
(llp->unit.land.lnd_y != llp->y)) {
sprintf(buf, "returns to %s",
xyas(llp->x, llp->y, llp->unit.land.lnd_own));
llp->unit.land.lnd_x = llp->x;
llp->unit.land.lnd_y = llp->y;
lnd_print(llp->unit.land.lnd_own, llp, buf);
lnd_put_one(llp);
}
}
}
/* Check for 0 offense strength. This call will always preceed an abort */
int
att_empty_attack(int combat_mode, int ototal, struct combat *def)
{
if (ototal <= 0) {
if (def->own && player->cnum != def->own) {
wu(0, def->own,
"%s considered %sing you @%s\n",
prnatid(player->cnum),
att_mode[combat_mode], xyas(def->x, def->y, def->own));
}
pr("No troops for %s...\n", att_mode[combat_mode]);
return 1;
}
return 0;
}
/*
* Take the defending sector or ship from the defender and give it to the
* attacker.
*/
static int
take_def(int combat_mode, struct emp_qelem *list, struct combat *off,
struct combat *def)
{
int n;
int occuppied = 0;
struct ulist *llp, *delete_me = NULL;
char buf[1024];
struct sctstr sect;
struct shpstr ship;
struct lndstr land;
for (n = 0; n <= off->last && !occuppied; ++n) {
if (off[n].type != EF_BAD &&
off[n].troops > 0 &&
(off[n].type != EF_SECTOR || off[n].mob)) {
++occuppied;
if (def->type == EF_LAND) {
if (def->lnd_lcp->l_flags & L_SPY) {
continue;
}
}
--(off[n].troops);
--(off[n].mil);
++def->mil;
pr("1 mil from %s moves %s\n",
prcom(0, off + n), prcom(2, def));
}
}
if (!occuppied) {
if (QEMPTY(list)) {
pr("%s left unoccupied\n", prcom(0, def));
if (def->own)
wu(0, def->own,
"No enemy troops moved %s so you still own it!\n",
pr_com(2, def, def->own));
return 0;
} else {
llp = (struct ulist *)list->q_forw;
llp->unit.land.lnd_x = def->x;
llp->unit.land.lnd_y = def->y;
take_move_in_mob(combat_mode, llp, off, def);
if (def->type == EF_SHIP) {
llp->unit.land.lnd_ship = def->shp_uid;
sprintf(buf, "boards %s", prcom(0, def));
lnd_print(player->cnum, llp, buf);
delete_me = llp;
} else {
llp->unit.land.lnd_ship = -1;
sprintf(buf, "moves in to occupy %s",
xyas(def->x, def->y, player->cnum));
lnd_print(player->cnum, llp, buf);
lnd_put_one(llp);
}
}
}
put_combat(def);
if (def->type == EF_SECTOR) {
getsect(def->x, def->y, §);
takeover(§, player->cnum);
if (sect.sct_type == SCT_CAPIT || sect.sct_type == SCT_MOUNT)
caploss(§, def->own,
"* We have captured %s's capital, sir! *\n");
putsect(§);
} else if (def->type == EF_SHIP) {
getship(def->shp_uid, &ship);
takeover_ship(&ship, player->cnum);
putship(ship.shp_uid, &ship);
} else if (def->type == EF_LAND) {
getland(def->lnd_uid, &land);
takeover_land(&land, player->cnum);
putland(land.lnd_uid, &land);
}
if (delete_me)
lnd_put_one(delete_me);
att_get_combat(def, 0);
return 1;
}
/*
* Ask the attacker which mil & land units they'd like to move into the
* conquered sector.
*/
static void
ask_move_in(struct combat *off, struct emp_qelem *olist,
struct combat *def)
{
int n;
struct emp_qelem *qp, *next;
struct ulist *llp;
char buf[512];
char prompt[512];
char land_answer[256];
char *answerp;
for (n = 0; n <= off->last; ++n)
if (off[n].type != EF_BAD && off[n].troops > 0)
if (off[n].mob) {
ask_move_in_off(&off[n], def);
if (player->aborted)
break;
}
if (QEMPTY(olist))
return;
memset(land_answer, 0, sizeof(land_answer));
for (qp = olist->q_forw; qp != olist; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
answerp = &land_answer[(int)llp->unit.land.lnd_army];
if (player->aborted || att_get_combat(def, 0) < 0)
*answerp = 'N';
if (*answerp == 'Y')
continue;
if (!get_oland(A_ATTACK, llp))
continue;
if (*answerp != 'N') {
sprintf(prompt, "Move in with %s (%c %d%%) [ynYNq?] ",
prland(&llp->unit.land),
llp->unit.land.lnd_army ? llp->unit.land.lnd_army : '~',
llp->unit.land.lnd_effic);
*answerp = att_prompt(prompt, llp->unit.land.lnd_army);
if (player->aborted || att_get_combat(def, 0) < 0)
*answerp = 'N';
if (!get_oland(A_ATTACK, llp))
continue;
}
if (*answerp == 'y' || *answerp == 'Y')
continue;
sprintf(buf, "stays in %s",
xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
player->cnum));
lnd_print(player->cnum, llp, buf);
lnd_put_one(llp);
}
if (QEMPTY(olist))
return;
if (att_get_combat(def, 0) < 0) {
for (qp = olist->q_forw; qp != olist; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
if (!get_oland(A_ATTACK, llp))
continue;
sprintf(buf, "stays in %s",
xyas(llp->unit.land.lnd_x, llp->unit.land.lnd_y,
player->cnum));
lnd_print(player->cnum, llp, buf);
lnd_put_one(llp);
}
return;
}
if (opt_INTERDICT_ATT)
lnd_interdict(olist, def->x, def->y, player->cnum);
move_in_land(A_ATTACK, off, olist, def);
}
/* Move offensive land units to the conquered sector or ship */
static void
move_in_land(int combat_mode, struct combat *off, struct emp_qelem *olist,
struct combat *def)
{
struct emp_qelem *qp, *next;
struct ulist *llp;
char buf[512];
for (qp = olist->q_forw; qp != olist; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
if (!get_oland(combat_mode, llp))
continue;
take_move_in_mob(combat_mode, llp, off, def);
llp->unit.land.lnd_x = def->x;
llp->unit.land.lnd_y = def->y;
if (def->type == EF_SHIP)
llp->unit.land.lnd_ship = def->shp_uid;
else
llp->unit.land.lnd_ship = -1;
}
if (def->type == EF_SECTOR) {
if (opt_INTERDICT_ATT) {
lnd_sweep(olist, 0, 0, player->cnum);
lnd_check_mines(olist);
}
sprintf(buf, "now occupies %s", prcom(0, def));
} else {
sprintf(buf, "boards %s", prcom(0, def));
}
for (qp = olist->q_forw; qp != olist; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
lnd_print(player->cnum, llp, buf);
}
lnd_put(olist);
}
/*
* Move assaulting, paradropping, or boarding mil & units into def
* If the mil are coming from a ship, then pack a lunch.
*/
void
att_move_in_off(int combat_mode, struct combat *off,
struct emp_qelem *olist, struct combat *def)
{
struct sctstr sect;
struct shpstr ship;
int troops, n;
int lunchbox = 0;
move_in_land(combat_mode, off, olist, def);
for (n = 0; n <= off->last; ++n) {
if (off[n].type == EF_BAD || !off[n].troops)
continue;
troops = off[n].troops;
off[n].troops = 0;
off[n].mil -= troops;
def->mil += troops;
put_combat(off + n);
if (combat_mode == A_ASSAULT) {
if (CANT_HAPPEN(off[n].type != EF_SHIP))
continue;
getship(off[n].shp_uid, &ship);
lunchbox += (int)((troops + 1) * ship.shp_item[I_FOOD]
/ (ship.shp_item[I_MILIT] + troops
+ ship.shp_item[I_CIVIL] + 0.5));
ship.shp_item[I_FOOD] -= lunchbox;
putship(ship.shp_uid, &ship);
}
}
put_combat(def);
if (combat_mode == A_ASSAULT) {
if (CANT_HAPPEN(def->type != EF_SECTOR))
return;
getsect(def->x, def->y, §);
if (lunchbox > ITEM_MAX - sect.sct_item[I_FOOD])
lunchbox = ITEM_MAX - sect.sct_item[I_FOOD];
sect.sct_item[I_FOOD] += lunchbox;
putsect(§);
}
}
/* Ask how many mil to move in from each sector */
static void
ask_move_in_off(struct combat *off, struct combat *def)
{
int mob_support;
int num_mil, dam = 0, left;
double d, weight;
char prompt[512];
char buf[1024];
char *p;
if (att_get_combat(off, 0) <= 0)
return;
if (att_get_combat(def, 0) < 0)
return;
if (off->own != player->cnum)
return;
d = att_mobcost(off->own, def, MOB_MOVE);
if ((mob_support = MIN(off->troops, (int)(off->mob / d))) <= 0)
return;
sprintf(prompt, "How many mil to move in from %s (%d max)? ",
xyas(off->x, off->y, player->cnum), mob_support);
p = getstring(prompt, buf);
if (!p || !*p || (num_mil = atoi(p)) <= 0)
return;
/* Make sure we don't move in more than we can support mobility-wise */
if (num_mil > mob_support)
num_mil = mob_support;
if (att_get_combat(off, 0) <= 0)
return;
if (att_get_combat(def, 0) < 0)
return;
if ((num_mil = MIN(off->troops, num_mil)) <= 0) {
pr("No mil moved in from %s\n",
xyas(off->x, off->y, player->cnum));
return;
}
mob_support = MAX(1, (int)(num_mil * d));
off->mob -= MIN(off->mob, mob_support);
off->mil -= num_mil;
off->troops -= num_mil;
put_combat(off);
left = num_mil;
weight = (double)num_mil * ichr[I_MILIT].i_lbs;
if (opt_INTERDICT_ATT && chance(weight / 200.0)) {
if (chance(weight / 100.0))
dam +=
ground_interdict(def->x, def->y, player->cnum, "military");
dam += check_lmines(def->x, def->y, weight);
}
if (dam) {
left = commdamage(num_mil, dam, I_MILIT);
if (left < num_mil) {
if (left) {
pr("%d of the mil you were moving were destroyed!\n"
"Only %d mil made it to %s\n",
num_mil - left, left,
xyas(def->x, def->y, player->cnum));
} else {
pr("All of the mil you were moving were destroyed!\n");
}
}
/* maybe got nuked */
if (att_get_combat(def, 0) < 0)
return;
}
def->mil += left;
put_combat(def);
}
/* Charge land units for moving into a sector or onto a ship */
static void
take_move_in_mob(int combat_mode, struct ulist *llp, struct combat *off,
struct combat *def)
{
double mob = llp->unit.land.lnd_mobil;
double gain = etu_per_update * land_mob_scale;
double mobcost, moblim;
switch (combat_mode) {
case A_ATTACK:
mobcost = lnd_pathcost(&llp->unit.land,
att_mobcost(llp->unit.land.lnd_own, def,
lnd_mobtype(&llp->unit.land)));
break;
case A_ASSAULT:
/*
* Set mobcost to basic assault cost, moblim to maximum
* mobility to keep when assaulting from non-landing ship
*/
if (lchr[llp->unit.land.lnd_type].l_flags & L_MARINE) {
mobcost = gain / 2.0;
moblim = 0;
} else {
mobcost = gain;
moblim = -gain;
}
if (!(off->shp_mcp->m_flags & M_LAND))
/* Not a landing ship, ensure we go to or below moblim */
mobcost = MAX(mobcost, mob - moblim);
break;
case A_BOARD:
if (lchr[llp->unit.land.lnd_type].l_flags & L_MARINE)
mobcost = 10;
else
mobcost = 40;
break;
default:
CANT_REACH();
mobcost = 0;
}
mob -= mobcost;
if (mob < -127.0)
mob = -127.0;
llp->unit.land.lnd_mobil = (signed char)mob;
llp->unit.land.lnd_harden = 0;
}
static void
free_list(struct emp_qelem *list)
{
struct emp_qelem *qp, *next;
if (!list || QEMPTY(list))
return;
qp = list->q_forw;
while (qp != list) {
next = qp->q_forw;
emp_remque(qp);
free(qp);
qp = next;
}
}
int
att_free_lists(struct emp_qelem *olist, struct emp_qelem *dlist)
{
free_list(olist);
free_list(dlist);
return RET_OK;
}
/*
* sector_strength - Everyone starts at 1. You can get up to a max
* of d_dstr, depending on how much you build up the
* defenses of the sector.
*/
double
sector_strength(struct sctstr *sp)
{
double def = SCT_DEFENSE(sp) / 100.0;
double base = sp->sct_type == SCT_MOUNT ? 2.0 : 1.0;
double d = base + (dchr[sp->sct_type].d_dstr - base) * def;
return LIMIT_TO(d, base, dchr[sp->sct_type].d_dstr);
}