/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2013, 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. * * --- * * detonate.c: Detonate a nuclear device in a sector. * * Known contributors to this file: * Steve McClure, 1998-2000 * Markus Armbruster, 2004-2012 */ #include #include "chance.h" #include "file.h" #include "land.h" #include "map.h" #include "misc.h" #include "nat.h" #include "news.h" #include "nsc.h" #include "nuke.h" #include "optlist.h" #include "plane.h" #include "player.h" #include "prototypes.h" #include "sect.h" #include "ship.h" #include "xy.h" static void kaboom(int x, int y, int rad); int detonate(struct nukstr *np, coord x, coord y, int airburst) { int nuketype = np->nuk_type; struct nchrstr *ncp; struct plnstr plane; struct sctstr sect; struct shpstr ship; struct lndstr land; struct nukstr nuke; natid own; int type; int damage; int fallout; int rad; struct nstr_sect ns; struct nstr_item ni; int changed = 0; pr("Releasing RV's for %s detonation...\n", airburst ? "airburst" : "groundburst"); getsect(x, y, §); ncp = &nchr[nuketype]; kaboom(x, y, ncp->n_blast); rad = ncp->n_blast; if (!airburst) rad = rad * 2 / 3; if (sect.sct_type == SCT_WATER) rad = 0; /* Nukes falling on water affect only 1 sector */ np->nuk_effic = 0; putnuke(np->nuk_uid, np); snxtsct_dist(&ns, x, y, rad); while (nxtsct(&ns, §)) { own = sect.sct_own; type = sect.sct_type; if ((damage = nukedamage(ncp, ns.curdist, airburst)) <= 0) continue; if (type == SCT_SANCT) { pr("bounced off %s\n", xyas(ns.x, ns.y, player->cnum)); mpr(own, "%s nuclear device bounced off %s\n", cname(player->cnum), xyas(ns.x, ns.y, own)); nreport(player->cnum, N_NUKE, own, 1); continue; } sect_damage(§, damage); if (opt_FALLOUT) { fallout = sect.sct_fallout; if (ncp->n_flags & N_NEUT) fallout += damage * 30; else fallout += damage * 3; sect.sct_fallout = MIN(fallout, FALLOUT_MAX); } if (damage > 100) { sect.sct_oldown = 0; sect.sct_own = 0; if (type == SCT_WATER || type == SCT_BSPAN || type == SCT_BTOWER) { if (type != SCT_WATER) { pr("left nothing but water in %s\n", xyas(ns.x, ns.y, player->cnum)); if (own != player->cnum) mpr(own, "%s nuclear device left nothing but water in %s\n", cname(player->cnum), xyas(ns.x, ns.y, own)); sect.sct_newtype = SCT_WATER; sect.sct_type = SCT_WATER; } } else { sect.sct_newtype = SCT_WASTE; sect.sct_type = SCT_WASTE; pr("turned %s into a radioactive wasteland\n", xyas(ns.x, ns.y, player->cnum)); if (own != player->cnum) mpr(own, "%s nuclear device turned %s into a radioactive wasteland\n", cname(player->cnum), xyas(ns.x, ns.y, own)); } changed |= map_set(player->cnum, sect.sct_x, sect.sct_y, dchr[sect.sct_type].d_mnem, 0); } else { pr("did %d%% damage in %s\n", damage, xyas(ns.x, ns.y, player->cnum)); if (own != player->cnum) mpr(own, "%s nuclear device did %d%% damage in %s\n", cname(player->cnum), damage, xyas(ns.x, ns.y, own)); } (void)putsect(§); if (type != SCT_WATER) nreport(player->cnum, N_NUKE, own, 1); } if (changed) writebmap(player->cnum); snxtitem_dist(&ni, EF_PLANE, x, y, rad); while (nxtitem(&ni, &plane)) { if ((own = plane.pln_own) == 0) continue; if (plane.pln_flags & PLN_LAUNCHED) continue; damage = nukedamage(ncp, ni.curdist, airburst) - plane.pln_harden; if (damage <= 0) continue; if (plane.pln_ship >= 0) { /* Are we on a sub? */ getship(plane.pln_ship, &ship); if (mchr[(int)ship.shp_type].m_flags & M_SUB) { struct sctstr sect1; /* Should we damage this sub? */ getsect(ship.shp_x, ship.shp_y, §1); if (sect1.sct_type == SCT_BSPAN || sect1.sct_type == SCT_BTOWER || sect1.sct_type == SCT_WATER) { /* Ok, we're not in a harbor or trapped inland. Now, did we get pasted directly? */ if (ship.shp_x != x || ship.shp_y != y) { /* Nope, so don't mess with it */ continue; } } } } planedamage(&plane, damage); if (own == player->cnum) { pr("%s at %s reports %d%% damage\n", prplane(&plane), xyas(plane.pln_x, plane.pln_y, player->cnum), damage); } else { mpr(own, "%s nuclear device did %d%% damage to %s at %s\n", cname(player->cnum), damage, prplane(&plane), xyas(plane.pln_x, plane.pln_y, own)); } putplane(ni.cur, &plane); } snxtitem_dist(&ni, EF_LAND, x, y, rad); while (nxtitem(&ni, &land)) { if ((own = land.lnd_own) == 0) continue; if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0) continue; if (land.lnd_ship >= 0) { /* Are we on a sub? */ getship(land.lnd_ship, &ship); if (mchr[(int)ship.shp_type].m_flags & M_SUB) { struct sctstr sect1; /* Should we damage this sub? */ getsect(ship.shp_x, ship.shp_y, §1); if (sect1.sct_type == SCT_BSPAN || sect1.sct_type == SCT_BTOWER || sect1.sct_type == SCT_WATER) { /* Ok, we're not in a harbor or trapped inland. Now, did we get pasted directly? */ if (ship.shp_x != x || ship.shp_y != y) { /* Nope, so don't mess with it */ continue; } } } } land_damage(&land, damage); if (own == player->cnum) { pr("%s at %s reports %d%% damage\n", prland(&land), xyas(land.lnd_x, land.lnd_y, player->cnum), damage); } else { mpr(own, "%s nuclear device did %d%% damage to %s at %s\n", cname(player->cnum), damage, prland(&land), xyas(land.lnd_x, land.lnd_y, own)); } putland(land.lnd_uid, &land); } snxtitem_dist(&ni, EF_SHIP, x, y, rad); while (nxtitem(&ni, &ship)) { if ((own = ship.shp_own) == 0) continue; if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0) continue; if (mchr[(int)ship.shp_type].m_flags & M_SUB) { struct sctstr sect1; /* Should we damage this sub? */ getsect(ship.shp_x, ship.shp_y, §1); if (sect1.sct_type == SCT_BSPAN || sect1.sct_type == SCT_BTOWER || sect1.sct_type == SCT_WATER) { /* Ok, we're not in a harbor or trapped inland. Now, did we get pasted directly? */ if (ship.shp_x != x || ship.shp_y != y) { /* Nope, so don't mess with it */ continue; } } } ship_damage(&ship, damage); if (own == player->cnum) { pr("%s at %s reports %d%% damage\n", prship(&ship), xyas(ship.shp_x, ship.shp_y, player->cnum), damage); } else { mpr(own, "%s nuclear device did %d%% damage to %s at %s\n", cname(player->cnum), damage, prship(&ship), xyas(ship.shp_x, ship.shp_y, own)); } putship(ship.shp_uid, &ship); } snxtitem_dist(&ni, EF_NUKE, x, y, rad); while (nxtitem(&ni, &nuke)) { if ((own = nuke.nuk_own) == 0) continue; if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0) continue; if (roll(100) > damage) continue; nuke.nuk_effic = 0; if (own == player->cnum) { pr("%s at %s destroyed\n", prnuke(&nuke), xyas(nuke.nuk_x, nuke.nuk_y, player->cnum)); } else { mpr(own, "%s nuclear device destroyed %s at %s\n", cname(player->cnum), prnuke(&nuke), xyas(nuke.nuk_x, nuke.nuk_y, own)); } putnuke(ni.cur, &nuke); } return nukedamage(ncp, 0, airburst); } /* * silly to be sure. */ static void kaboom(int x, int y, int rad) { pr("\n\nK A B O O "); while (rad-- > 1) pr("O O "); pr("M ! in %s\n\n", xyas(x, y, player->cnum)); }