/* * 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. * * --- * * revolt.c: Have disloyal populace revolt! * * Known contributors to this file: * Dave Pare, 1986 * Steve McClure, 1997-2000 */ #include "misc.h" #include "var.h" #include "sect.h" #include "nat.h" #include "news.h" #include "var.h" #include "file.h" #include "path.h" #include "xy.h" #include "land.h" #include "nsc.h" #include "plane.h" #include "update.h" #include "common.h" #include "gen.h" #include "lost.h" #include "subs.h" static void take_casualties(struct sctstr *, int); #define get_che_cnum(x) ((x) >> 8) #define set_che_cnum(x, cn) ((x) = ((x) & 0xff) | ((cn) << 8)) #define get_che_value(x) ((x) & 0xff) #define set_che_value(x, n) ((x) = ((x) & 0xff00) | (n)) #define CHE_MAX 255 void revolt(struct sctstr *sp) { int che_civ; int che_uw; int civ; int uw; u_short che_combo; int che; int n; int target; che_combo = getvar(V_CHE, (s_char *)sp, EF_SECTOR); che = get_che_value(che_combo); target = get_che_cnum(che_combo); if (che_combo != 0 && (target != sp->sct_own || che >= CHE_MAX)) return; civ = getvar(V_CIVIL, (s_char *)sp, EF_SECTOR); uw = getvar(V_UW, (s_char *)sp, EF_SECTOR); if (che > (civ + uw) * 3) return; che_uw = 0; che_civ = 0; /* che due to civilian unrest */ n = 10 - (random() % 20); che_civ = 3 + (civ * n / 500); if (che_civ < 0) che_civ = 0; else if (che_civ * 3 > civ) che_civ = civ / 3; if (che + che_civ > CHE_MAX) che_civ = CHE_MAX - che; che += che_civ; if (che < CHE_MAX) { /* che due to uw unrest */ n = 10 + (random() % 30); che_uw = 5 + (uw * n / 500); if (che_uw > uw) che_uw = uw; if (che + che_uw > CHE_MAX) che_uw = CHE_MAX - che_uw; che += che_uw; } if (che_civ + che_uw > 0) { civ -= che_civ; uw -= che_uw; set_che_cnum(che_combo, sp->sct_own); set_che_value(che_combo, che); putvar(V_CHE, (int)che_combo, (s_char *)sp, EF_SECTOR); if (che_civ > 0) putvar(V_CIVIL, civ, (s_char *)sp, EF_SECTOR); if (che_uw > 0) putvar(V_UW, uw, (s_char *)sp, EF_SECTOR); #ifdef DEBUG logerror("(#%d) %d che fired up in %s", sp->sct_own, che, ownxy(sp)); #endif } } /* * summary of effects. * if there are no military in the sector, che recruit from * populace if pop loyalty is > 10. They spread subversion otherwise, * trying to lower pop loyalty. * if che outnumber military, they stay and shoot it out, kill the * military. * if che are outnumbered by less than 5 to 1, they blow up stuff, * killing innocent civilians (never uw's) and damaging commodities. * if che are outnumbered by more than 5 to 1, they try to leave the * sector for a nearby sector with fewer military. * * if the military lose any attacks, the pop loyalty in the sector * gets worse, representing military defeat. * military can "catch" che's after bombing attacks, or after they move. * If military catch them, then they get to shoot it out with a portion * of the che's depending on the # of mil in the sector. Chance to contact * is around 10% per every equal number of mil:che ratio in the sector. * "contact" is by 20% of the military in the sector, and odds are equal. * * Without a doubt this routine should be broken up, if only for readabilty. */ void guerrilla(struct sctstr *sp) { extern s_char *effadv(); struct sctstr *nsp; int recruit; int move; int ratio; int che; int mil; int cc, mc; double odds; int civ; int n; int uw; natid target; struct natstr *tnat; int convert; natid actor; natid victim; u_short che_combo; int vec[I_MAX + 1]; int tmp; int min_mil; int val; int oldmob; struct lndstr *lp; s_char *nxtitemp(struct nstr_item *np, int owner); struct nstr_item ni; extern double hap_fact(); mc = cc = 0; recruit = 0; convert = 0; move = 0; if ((n = getvar(V_CHE, (s_char *)sp, EF_SECTOR)) <= 0) return; che_combo = n; if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0) return; civ = vec[I_CIVIL]; uw = vec[I_UW]; victim = sp->sct_own; actor = sp->sct_oldown; che = get_che_value(che_combo); mil = vec[I_MILIT]; snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y); while (NULL != (lp = (struct lndstr *)nxtitemp(&ni, 0))) { if (lp->lnd_own != sp->sct_own) continue; mil += lnd_getmil(lp); /* Security troops can now kill up to 1/2 their complement each update, before doing anything else. */ if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY) { int che_kill, r; struct lchrstr *lcp; lcp = &lchr[(int)lp->lnd_type]; mil += lnd_getmil(lp); r = (((float)(lp->lnd_effic / 100) * (float)(lnd_getmil(lp))) / 2); if (r < 2) r = 2; che_kill = (roll(r) - 1); if (che_kill > che) che_kill = che; if (che_kill) { wu(0, sp->sct_own, "%s kills %d guerrilla%s in raid at %s!\n", prland(lp), che_kill, splur(che_kill), ownxy(sp)); che -= che_kill; } } } /* Security forces killed all the che */ if (che <= 0) { putvar(V_CHE, 0, (s_char *)sp, EF_SECTOR); return; } target = get_che_cnum(che_combo); if (target == 0) { /* the deity can't be a target! */ return; } tnat = getnatp(target); if ((tnat->nat_stat & STAT_INUSE) == 0) { /* target nation has dissolved: che's retire. */ logerror("%d Che targeted at country %d retiring", che, target); civ += che; putvar(V_CHE, 0, (s_char *)sp, EF_SECTOR); putvar(V_CIVIL, civ, (s_char *)sp, EF_SECTOR); return; } if (sp->sct_own != target) { /*logerror("own %d != target %d", sp->sct_own, target); */ move++; goto domove; } ratio = mil / che; odds = (double)che / (mil + che); odds /= hap_fact(tnat, getnatp(sp->sct_oldown)); if (mil == 0) { wu(0, sp->sct_own, "Revolutionary subversion reported in %s!\n", ownxy(sp)); recruit++; convert++; } else if (che > mil && mil > 0) { /*logerror("guerrilla shootout with military"); */ /* * shoot it out with the military, and kill them off. * If loyalty bad enough, then take the sector over, * and enlist 5% of civ as military force. */ while (che > 0 && mil > 0) { if (chance(odds)) { mc++; mil--; } else { cc++; che--; } } if (mil > 0) { /* military won. */ n = sp->sct_loyal - (random() % 15); if (n < 0) n = 0; sp->sct_loyal = n; /*logerror("(#%d) mil beat che in %s", sp->sct_own, */ /*ownxy(sp)); */ } else { convert++; recruit++; /*logerror("(#%d) che beat mil in %s", sp->sct_own, */ /*ownxy(sp)); */ } take_casualties(sp, mc); } else if (ratio < 5) { /* * guerrillas have to resort to blowing things up. * Note this disrupts work in the sector. */ n = 0; n = (random() % 10) + (random() % che); if (n > 100) n = 100; tmp = sp->sct_work - n; if (tmp < 0) tmp = 0; sp->sct_work = tmp; wu(0, sp->sct_own, "Production %s disrupted by terrorists in %s\n", effadv(n), ownxy(sp)); sect_damage(sp, n / 10, 0); /*logerror("(#%d) che blew up %s for %d", sp->sct_own, */ /*ownxy(sp), n); */ recruit++; } else { /* ratio >= 5 */ /*logerror("(#%d) %d che fleeing %d mil in %s", sp->sct_own, */ /*che, mil, ownxy(sp)); */ move++; } if (mil > 0 && che > 0) { /* * we only get here if we haven't had combat previously. * Chance to catch them. * 20% of mil involved in attacking the che's. */ if (chance(ratio * 0.10)) { n = (mil / 5) + 1; if ((n + che) == 0) { logerror("n=%d che=%d\n", n, che); if (che == 0) return; } odds = (double)che / (n + che); odds /= hap_fact(tnat, getnatp(sp->sct_oldown)); while (che > 0 && n > 0) { if (chance(odds)) { mc++; n--; } else { cc++; che--; } } take_casualties(sp, mc); recruit = 0; /*logerror("Caught che; mc: %d, cc: %d", cc, mc); */ } } if (convert && sp->sct_loyal >= 50) { register int n; /* new owner gets to keep the mobility there */ oldmob = sp->sct_mobil; /* che won, and sector converts. */ if (sp->sct_own == sp->sct_oldown) sp->sct_oldown = 0; else takeover(sp, sp->sct_oldown); sp->sct_mobil = oldmob; civ += uw; uw = 0; /* * so we can't keep losing money by having * our cap retaken */ if (sp->sct_type == SCT_CAPIT && sp->sct_newtype == SCT_CAPIT) sp->sct_newtype = SCT_AGRI; n = civ / 20; civ -= n; putvar(V_CIVIL, civ, (s_char *)sp, EF_SECTOR); putvar(V_UW, uw, (s_char *)sp, EF_SECTOR); putvar(V_MILIT, n, (s_char *)sp, EF_SECTOR); move++; recruit = 0; if (sp->sct_own) wu(0, sp->sct_own, "Sector %s has been retaken!\n", xyas(sp->sct_x, sp->sct_y, sp->sct_own)); } if (recruit && che > 0) { /* loyalty drops during recruitment efforts */ n = sp->sct_loyal; if (n < 30) n += (random() % 5) + 1; else if (n < 70) n += (random() % 10) + 4; if (n > 127) n = 127; sp->sct_loyal = n; if (sp->sct_oldown != sp->sct_own || n > 100) { n = civ * (random() % 3) / 200; n /= hap_fact(tnat, getnatp(sp->sct_oldown)); if (n + che > CHE_MAX) n = CHE_MAX - che; che += n; civ -= n; putvar(V_CIVIL, civ, (s_char *)sp, EF_SECTOR); } n = uw * (random() % 3) / 200; if (n + che > CHE_MAX) n = CHE_MAX - che; che += n; uw -= n; putvar(V_UW, uw, (s_char *)sp, EF_SECTOR); } domove: if (move && che > 0) { struct sctstr *nicest_sp = 0; if (convert) min_mil = 999; else min_mil = mil; /* search adjacent sectors for a nice one */ for (n = 1; n <= 6; n++) { nsp = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]); if (dchr[nsp->sct_type].d_mcst == 0) continue; if (nsp->sct_own != target) continue; if ((val = getvar(V_CHE, (s_char *)nsp, EF_SECTOR)) > 0) { che_combo = val; if (get_che_cnum(che_combo) != target) continue; if (get_che_value(che_combo) + che > CHE_MAX) continue; } val = getvar(V_MILIT, (s_char *)nsp, EF_SECTOR); /* don't give che more precise info than spy */ val = roundintby(val, 10); /* inject a modicum of indeterminism; also * avoids che preferring certain directions */ val += random() % 10 - 5; if (val >= min_mil) continue; nicest_sp = nsp; min_mil = val; } /* if we found a nice sector, go there */ if (nicest_sp != 0) { che_combo = getvar(V_CHE, (s_char *)nicest_sp, EF_SECTOR); che += get_che_value(che_combo); set_che_value(che_combo, che); set_che_cnum(che_combo, target); putvar(V_CHE, (int)che_combo, (s_char *)nicest_sp, EF_SECTOR); che = 0; } } if (che > 0) { set_che_value(che_combo, che); set_che_cnum(che_combo, target); putvar(V_CHE, (int)che_combo, (s_char *)sp, EF_SECTOR); } else putvar(V_CHE, 0, (s_char *)sp, EF_SECTOR); if (mc > 0 || cc > 0) { /* don't tell who won just to be mean */ wu(0, target, "Guerrilla warfare in %s\n", xyas(sp->sct_x, sp->sct_y, target)); wu(0, target, " body count: troops: %d, rebels: %d\n", mc, cc); nreport(actor, N_FREEDOM_FIGHT, victim, 1); } } static void take_casualties(struct sctstr *sp, int mc) { int orig_mil; int cantake; int nunits = 0, each, deq; struct lndstr *lp; s_char *nxtitemp(struct nstr_item *np, int owner); struct nstr_item ni; /* casualties come out of mil first */ orig_mil = getvar(V_MILIT, (s_char *)sp, EF_SECTOR); if (mc <= orig_mil) { putvar(V_MILIT, (orig_mil - mc), (s_char *)sp, EF_SECTOR); return; } putvar(V_MILIT, 0, (s_char *)sp, EF_SECTOR); /* remaining casualites */ mc -= orig_mil; /* * Need to take total_casualties and divide * them amongst the land units in the sector * Do security troops first, then others. * Try not to kill any unit. */ snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y); while (NULL != (lp = (struct lndstr *)nxtitemp(&ni, 0))) { nunits++; if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY) nunits++; } if (nunits == 0) return; each = (mc / nunits) + 2; /* kill some security troops */ snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y); while (NULL != (lp = (struct lndstr *)nxtitemp(&ni, 0))) { if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY)) continue; cantake = (((float)(lp->lnd_effic - 40) / 100.0) * (float)lnd_getmil(lp)) * 2; /* (float)lchr[lp->lnd_type].l_mil)*2; */ if (cantake >= each) { /* deq = (((float)each/(float)(lchr[lp->lnd_type].l_mil*2)) */ deq = (((float)each / (float)(lnd_getmil(lp) * 2)) * 100.0); mc -= each; } else if (cantake > 0) { deq = (((float)cantake / (float)(lnd_getmil(lp) * 2)) * 100.0); /* (float)(lchr[lp->lnd_type].l_mil*2)) * 100.0); */ mc -= (((float)deq / 100.0) * (float)lnd_getmil(lp)) * 2; /* (float)lchr[lp->lnd_type].l_mil)*2; */ } else deq = 0; lp->lnd_effic -= deq; lp->lnd_mobil -= deq / 2; deq = (double)lchr[(int)lp->lnd_type].l_mil * (deq / 100.0); lnd_submil(lp, deq); if (mc <= 0) return; } /* kill some normal troops */ snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y); while (NULL != (lp = (struct lndstr *)nxtitemp(&ni, 0))) { if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY) continue; cantake = (((float)(lp->lnd_effic - 40) / 100.0) * (float)lnd_getmil(lp)); if (cantake >= each) { deq = (((float)each / (float)(lnd_getmil(lp) * 2)) * 100.0); mc -= each; } else if (cantake > 0) { deq = (((float)cantake / (float)lnd_getmil(lp)) * 100.0); mc -= (((float)deq / 100.0) * (float)lnd_getmil(lp)); } else deq = 0; lp->lnd_effic -= deq; lp->lnd_mobil -= deq / 2; deq = (double)lchr[(int)lp->lnd_type].l_mil * (deq / 100.0); lnd_submil(lp, deq); if (mc <= 0) return; } /* Hmm.. still some left.. kill off units now */ /* kill some normal troops */ snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y); while (NULL != (lp = (struct lndstr *)nxtitemp(&ni, 0))) { if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY) continue; mc -= (((float)lp->lnd_effic / 100.0) * (float)lnd_getmil(lp)); 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; if (mc <= 0) return; } /* Hmm.. still some left.. kill off units now */ /* kill some security troops */ snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y); while (NULL != (lp = (struct lndstr *)nxtitemp(&ni, 0))) { if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY)) continue; mc -= (((float)lp->lnd_effic / 100.0) * (float)lnd_getmil(lp)) * 2; 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; if (mc <= 0) return; } /* Hmm.. everyone dead.. too bad */ }