/*
* 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.
*
* ---
*
* revolt.c: Have disloyal populace revolt!
*
* Known contributors to this file:
* Dave Pare, 1986
* Steve McClure, 1997-2000
* Markus Armbruster, 2004-2011
*/
#include
#include "chance.h"
#include "land.h"
#include "lost.h"
#include "news.h"
#include "nsc.h"
#include "nuke.h"
#include "path.h"
#include "plane.h"
#include "update.h"
static void take_casualties(struct sctstr *, int);
static void lnd_dies_fighting_che(struct lndstr *);
void
revolt(struct sctstr *sp)
{
int che_civ;
int che_uw;
int civ;
int uw;
int che;
int n;
che = sp->sct_che;
if (che != 0 && (sp->sct_che_target != sp->sct_own || che >= CHE_MAX))
return;
civ = sp->sct_item[I_CIVIL];
uw = sp->sct_item[I_UW];
if (che > (civ + uw) * 3)
return;
che_uw = 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;
sp->sct_che_target = sp->sct_own;
sp->sct_che = che;
if (che_civ > 0)
sp->sct_item[I_CIVIL] = civ;
if (che_uw > 0)
sp->sct_item[I_UW] = uw;
}
}
/*
* 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)
{
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;
int tmp;
int min_mil;
int val;
int oldmob;
struct lndstr *lp;
struct nstr_item ni;
mc = cc = 0;
recruit = 0;
convert = 0;
move = 0;
if (!sp->sct_che)
return;
civ = sp->sct_item[I_CIVIL];
uw = sp->sct_item[I_UW];
victim = sp->sct_own;
actor = sp->sct_oldown;
che = sp->sct_che;
mil = sp->sct_item[I_MILIT];
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
while (NULL != (lp = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
if (lp->lnd_ship >= 0)
continue;
mil += lp->lnd_item[I_MILIT];
if (sp->sct_che_target != sp->sct_own)
continue;
/* Security troops can now kill up to 1/5 their complement each
update, before doing anything else. */
if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY) {
int che_kill, r;
mil += lp->lnd_item[I_MILIT];
r = (lp->lnd_item[I_MILIT] * lp->lnd_effic) / 500;
che_kill = r < 1 ? 0 : roll(r);
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) {
sp->sct_che = 0;
sp->sct_che_target = 0;
return;
}
target = sp->sct_che_target;
if (CANT_HAPPEN(target == 0))
return;
tnat = getnatp(target);
if (tnat->nat_stat == STAT_UNUSED) {
/* target nation has dissolved: che's retire. */
logerror("%d Che targeted at country %d retiring", che, target);
sp->sct_che = 0;
sp->sct_che_target = 0;
sp->sct_item[I_CIVIL] = MIN(civ + che, ITEM_MAX);
return;
}
if (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) {
/*
* 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;
} else {
convert++;
recruit++;
}
take_casualties(sp, mc);
} else if (ratio < 5) {
/*
* guerrillas have to resort to blowing things up.
* Note this disrupts work in the sector.
*/
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);
recruit++;
} else {
/* ratio >= 5 */
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;
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;
}
}
if (convert && sp->sct_loyal >= 50) {
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 {
lost_and_found(EF_SECTOR, sp->sct_own, sp->sct_oldown,
0, sp->sct_x, sp->sct_y);
takeover(sp, sp->sct_oldown);
}
sp->sct_mobil = oldmob;
civ += uw;
uw = 0;
n = civ / 20;
civ -= n;
if (civ > ITEM_MAX) {
uw = civ - ITEM_MAX;
civ = ITEM_MAX;
}
sp->sct_item[I_CIVIL] = civ;
sp->sct_item[I_UW] = uw;
sp->sct_item[I_MILIT] = n;
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;
sp->sct_item[I_CIVIL] = civ;
}
n = uw * (random() % 3) / 200;
if (n + che > CHE_MAX)
n = CHE_MAX - che;
che += n;
uw -= n;
sp->sct_item[I_UW] = uw;
}
domove:
if (move && che > 0) {
struct sctstr *nicest_sp = NULL;
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_mob0 < 0)
continue;
if (nsp->sct_own != target)
continue;
if (nsp->sct_che > 0) {
if (nsp->sct_che_target != target)
continue;
if (nsp->sct_che + che > CHE_MAX)
continue;
}
val = nsp->sct_item[I_MILIT];
/* 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) {
nicest_sp->sct_che += che;
nicest_sp->sct_che_target = target;
che = 0;
}
}
if (che > 0) {
sp->sct_che = che;
sp->sct_che_target = target;
} else {
sp->sct_che = 0;
sp->sct_che_target = 0;
}
if (mc > 0 || cc > 0) {
wu(0, target,
"Guerrilla warfare in %s\n",
xyas(sp->sct_x, sp->sct_y, target));
if (sp->sct_own == target)
wu(0, target, " body count: troops: %d, rebels: %d\n", mc, cc);
else
wu(0, target, " rebels murder %d military\n", mc);
nreport(actor, N_FREEDOM_FIGHT, victim, 1);
}
if (sp->sct_own != victim)
wu(0, victim, "Partisans take over %s!\n",
xyas(sp->sct_x, sp->sct_y, victim));
}
static void
take_casualties(struct sctstr *sp, int mc)
{
int orig_mil;
int cantake;
int nunits = 0, each, deq;
struct lndstr *lp;
struct nstr_item ni;
/* casualties come out of mil first */
orig_mil = sp->sct_item[I_MILIT];
if (mc <= orig_mil) {
sp->sct_item[I_MILIT] = orig_mil - mc;
return;
}
sp->sct_item[I_MILIT] = 0;
/* 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 = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
if (lp->lnd_ship >= 0)
continue;
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 = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
if (lp->lnd_ship >= 0)
continue;
if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY))
continue;
cantake = ((lp->lnd_effic - 40) / 100.0) * lp->lnd_item[I_MILIT];
if (cantake >= each) {
deq = ((double)each / lp->lnd_item[I_MILIT]) * 100.0;
mc -= 2 * each;
} else if (cantake > 0) {
deq = ((double)cantake / lp->lnd_item[I_MILIT]) * 100.0;
mc -= 2 * cantake;
} else
deq = 0;
lp->lnd_effic -= deq;
lp->lnd_mobil -= deq / 2;
deq = lchr[(int)lp->lnd_type].l_item[I_MILIT] * (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 = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
if (lp->lnd_ship >= 0)
continue;
if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
continue;
cantake = ((lp->lnd_effic - 40) / 100.0) * lp->lnd_item[I_MILIT];
if (cantake >= each) {
deq = ((double)each / lp->lnd_item[I_MILIT]) * 100.0;
mc -= each;
} else if (cantake > 0) {
deq = ((double)cantake / lp->lnd_item[I_MILIT]) * 100.0;
mc -= cantake;
} else
deq = 0;
lp->lnd_effic -= deq;
lp->lnd_mobil -= deq / 2;
deq = lchr[(int)lp->lnd_type].l_item[I_MILIT] * (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 = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
if (lp->lnd_ship >= 0)
continue;
if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
continue;
mc -= (lp->lnd_effic / 100.0) * lp->lnd_item[I_MILIT];
lnd_dies_fighting_che(lp);
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 = nxtitemp(&ni))) {
if (lp->lnd_own != sp->sct_own)
continue;
if (lp->lnd_ship >= 0)
continue;
if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY))
continue;
mc -= (lp->lnd_effic / 100.0) * lp->lnd_item[I_MILIT] * 2.0;
lnd_dies_fighting_che(lp);
if (mc <= 0)
return;
}
/* Hmm.. everyone dead.. too bad */
}
static void
lnd_dies_fighting_che(struct lndstr *lp)
{
int i, j;
struct lndstr *clp;
struct plnstr *cpp;
struct nukstr *cnp;
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;
/* Take dead lp off its carrier */
if (lp->lnd_land >= 0) {
lnd_carrier_change(lp, EF_LAND, lp->lnd_land, -1);
lp->lnd_land = -1;
}
/* Unload lp's land unit cargo */
for (i = lnd_first_on_land(lp); i >= 0; i = lnd_next_on_unit(i)) {
clp = getlandp(i);
if (CANT_HAPPEN(!clp))
continue;
lnd_carrier_change(clp, EF_LAND, clp->lnd_land, -1);
clp->lnd_land = -1;
}
/* Destroy lp's plane cargo */
for (i = pln_first_on_land(lp); i >= 0; i = pln_next_on_unit(i)) {
cpp = getplanep(i);
if (CANT_HAPPEN(!cpp))
continue;
pln_carrier_change(cpp, EF_LAND, cpp->pln_land, -1);
makelost(EF_PLANE, cpp->pln_own, i, cpp->pln_x, cpp->pln_y);
wu(0, cpp->pln_own, "%s lost!\n", prplane(cpp));
cpp->pln_own = 0;
cpp->pln_effic = 0;
cpp->pln_land = -1;
j = nuk_on_plane(cpp);
if (j >= 0) {
cnp = getnukep(j);
if (CANT_HAPPEN(!cnp))
continue;
nuk_carrier_change(cnp, EF_PLANE, cnp->nuk_plane, -1);
makelost(EF_NUKE, cnp->nuk_own, j, cnp->nuk_x, cnp->nuk_y);
wu(0, cnp->nuk_own, "%s lost!\n", prnuke(cnp));
cnp->nuk_own = 0;
cnp->nuk_effic = 0;
cnp->nuk_plane = -1;
}
}
}