/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2015, 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. * * --- * * shpsub.c: Ship subroutine stuff * * Known contributors to this file: * Ken Stevens, 1995 * Steve McClure, 1996-2000 * Markus Armbruster, 2006-2015 */ #include #include #include "chance.h" #include "damage.h" #include "empobj.h" #include "file.h" #include "map.h" #include "misc.h" #include "mission.h" #include "news.h" #include "nsc.h" #include "optlist.h" #include "path.h" #include "player.h" #include "prototypes.h" #include "queue.h" #include "server.h" #include "unit.h" #include "xy.h" static void shp_nav_put_one(struct ulist *); static int shp_check_one_mines(struct ulist *); static int shp_hit_mine(struct shpstr *); static struct ulist * shp_find_capable(struct emp_qelem *list, int flags) { struct emp_qelem *qp; struct ulist *mlp; for (qp = list->q_back; qp != list; qp = qp->q_back) { mlp = (struct ulist *)qp; if (mchr[mlp->unit.ship.shp_type].m_flags & flags) return mlp; } return NULL; } int shp_may_nav(struct shpstr *sp, struct shpstr *flg, char *suffix) { struct sctstr sect; if (!sp->shp_own || !getsect(sp->shp_x, sp->shp_y, §)) { CANT_REACH(); return 0; } if (opt_MARKET && ontradingblock(EF_SHIP, sp)) { mpr(sp->shp_own, "%s is on the trading block%s\n", prship(sp), suffix); return 0; } if (sp->shp_item[I_MILIT] == 0 && sp->shp_item[I_CIVIL] == 0) { mpr(sp->shp_own, "%s is crewless%s\n", prship(sp), suffix); return 0; } switch (shp_check_nav(sp, §)) { case SHP_STUCK_NOT: break; case SHP_STUCK_CONSTRUCTION: mpr(sp->shp_own, "%s is caught in a construction zone%s\n", prship(sp), suffix); return 0; default: CANT_REACH(); /* fall through */ case SHP_STUCK_CANAL: case SHP_STUCK_IMPASSABLE: mpr(sp->shp_own, "%s is landlocked%s\n", prship(sp), suffix); return 0; } if (flg && (sp->shp_x != flg->shp_x || sp->shp_y != flg->shp_y)) { mpr(sp->shp_own, "%s is not with the flagship%s\n", prship(sp), suffix); return 0; } return 1; } void shp_sel(struct nstr_item *ni, struct emp_qelem *list) { struct shpstr ship, *flg = NULL; struct ulist *mlp; emp_initque(list); while (nxtitem(ni, &ship)) { /* * It would be nice to let deities navigate foreign ships, but * much of the code assumes that only the ship's owner can * navigate it. */ if (!ship.shp_own || ship.shp_own != player->cnum) continue; if (!shp_may_nav(&ship, flg, "")) continue; ship.shp_mission = 0; ship.shp_rflags = 0; memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath)); putship(ship.shp_uid, &ship); mlp = shp_insque(&ship, list); if (!flg) flg = &mlp->unit.ship; } } /* * Append @sp to @list. * Return the new list link. */ struct ulist * shp_insque(struct shpstr *sp, struct emp_qelem *list) { struct ulist *mlp = malloc(sizeof(struct ulist)); mlp->unit.ship = *sp; mlp->mobil = sp->shp_mobil; emp_insque(&mlp->queue, list); return mlp; } void shp_nav_stay_behind(struct emp_qelem *list, natid actor) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *mlp; struct shpstr *sp, *flg = NULL; char and_stays[32]; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; mlp = (struct ulist *)qp; sp = &mlp->unit.ship; getship(sp->shp_uid, sp); if (sp->shp_own != actor) { mpr(actor, "%s was sunk at %s\n", prship(sp), xyas(sp->shp_x, sp->shp_y, actor)); emp_remque(&mlp->queue); free(mlp); continue; } snprintf(and_stays, sizeof(and_stays), " & stays in %s", xyas(sp->shp_x, sp->shp_y, actor)); if (!shp_may_nav(sp, flg, and_stays)) { shp_nav_put_one(mlp); continue; } if (!flg) flg = sp; if (sp->shp_mobil + 1 < (int)mlp->mobil) { mlp->mobil = sp->shp_mobil; } } } void shp_nav_put(struct emp_qelem *list, natid actor) { struct emp_qelem *qp, *next; struct ulist *mlp; struct shpstr *sp; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; mlp = (struct ulist *)qp; sp = &mlp->unit.ship; mpr(actor, "%s stopped at %s\n", prship(sp), xyas(sp->shp_x, sp->shp_y, actor)); shp_nav_put_one(mlp); } } static void shp_nav_put_one(struct ulist *mlp) { mlp->unit.ship.shp_mobil = (int)mlp->mobil; putship(mlp->unit.ship.shp_uid, &mlp->unit.ship); emp_remque(&mlp->queue); free(mlp); } /* * Sweep seamines with engineers in @ship_list for @actor. * All ships in @ship_list must be in the same sector. * If @explicit is non-zero, this is for an explicit sweep command from * a player. Else it's an automatic "on the move" sweep. * If @takemob is non-zero, require and charge mobility. * Return non-zero when the ships should stop. */ int shp_sweep(struct emp_qelem *ship_list, int explicit, int takemob, natid actor) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *mlp; struct sctstr sect; int mines, m, max, shells; int changed = 0; int stopping = 0, first = 1; mlp = shp_find_capable(ship_list, M_SWEEP); if (!mlp) { if (explicit) mpr(actor, "No minesweepers!\n"); return 0; } getsect(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, §); if (sect.sct_type != SCT_WATER) { if (explicit) mpr(actor, "%s is a %s. No seamines there!\n", xyas(sect.sct_x, sect.sct_y, actor), dchr[sect.sct_type].d_name); return 0; } for (qp = ship_list->q_back; qp != ship_list; qp = next) { next = qp->q_back; mlp = (struct ulist *)qp; if (!(mchr[mlp->unit.ship.shp_type].m_flags & M_SWEEP)) continue; if (takemob) { if (mlp->mobil <= 0.0) { if (explicit) mpr(actor, "%s is out of mobility!\n", prship(&mlp->unit.ship)); continue; } mlp->mobil -= shp_mobcost(&mlp->unit.ship); mlp->unit.ship.shp_mobil = (int)mlp->mobil; } putship(mlp->unit.ship.shp_uid, &mlp->unit.ship); getsect(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, §); if (!(mines = sect.sct_mines)) continue; max = mchr[mlp->unit.ship.shp_type].m_item[I_SHELL]; shells = mlp->unit.ship.shp_item[I_SHELL]; for (m = 0; mines > 0 && m < 5; m++) { if (chance(0.66)) { if (first) { mpr(actor, "Approaching minefield at %s...\n", xyas(sect.sct_x, sect.sct_y, actor)); first = 0; } mpr(actor, "Sweep...\n"); mines--; shells = MIN(max, shells + 1); changed |= map_set(actor, sect.sct_x, sect.sct_y, 'X', 0); } } sect.sct_mines = mines; mlp->unit.ship.shp_item[I_SHELL] = shells; putship(mlp->unit.ship.shp_uid, &mlp->unit.ship); putsect(§); stopping |= shp_check_one_mines(mlp); } if (changed) writemap(actor); return stopping; } static int shp_check_one_mines(struct ulist *mlp) { struct sctstr sect; int actor; getsect(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, §); if (sect.sct_type != SCT_WATER) return 0; if (!sect.sct_mines) return 0; if (chance(DMINE_HITCHANCE(sect.sct_mines))) { actor = mlp->unit.ship.shp_own; shp_hit_mine(&mlp->unit.ship); sect.sct_mines--; if (map_set(actor, sect.sct_x, sect.sct_y, 'X', 0)) writemap(actor); putsect(§); putship(mlp->unit.ship.shp_uid, &mlp->unit.ship); if (!mlp->unit.ship.shp_own) { emp_remque(&mlp->queue); free(mlp); } return 1; } return 0; } static int shp_check_mines(struct emp_qelem *ship_list) { struct emp_qelem *qp; struct emp_qelem *next; int stopping = 0; for (qp = ship_list->q_back; qp != ship_list; qp = next) { next = qp->q_back; stopping |= shp_check_one_mines((struct ulist *)qp); } return stopping; } /* * Return whether and why @sp would be stuck in @sectp. */ enum shp_stuck shp_check_nav(struct shpstr *sp, struct sctstr *sectp) { switch (dchr[sectp->sct_type].d_nav) { case NAVOK: break; case NAV_CANAL: if (!(mchr[sp->shp_type].m_flags & M_CANAL)) { return SHP_STUCK_CANAL; } /* fall through */ case NAV_02: if (sectp->sct_effic < 2) return SHP_STUCK_CONSTRUCTION; break; case NAV_60: if (sectp->sct_effic < 60) return SHP_STUCK_CONSTRUCTION; break; default: CANT_REACH(); /* fall through */ case NAV_NONE: return SHP_STUCK_IMPASSABLE; } return SHP_STUCK_NOT; } int sect_has_dock(struct sctstr *sect) { switch (dchr[sect->sct_type].d_nav) { case NAV_02: case NAV_CANAL: return 1; default: return 0; } } static int shp_count(struct emp_qelem *list, int wantflags, int nowantflags, int x, int y) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *mlp; int count = 0; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; mlp = (struct ulist *)qp; if (mlp->unit.ship.shp_x != x || mlp->unit.ship.shp_y != y) continue; if (wantflags && (mchr[mlp->unit.ship.shp_type].m_flags & wantflags) != wantflags) continue; if (nowantflags && mchr[mlp->unit.ship.shp_type].m_flags & nowantflags) continue; ++count; } return count; } static void shp_damage_one(struct ulist *mlp, int dam) { /* ship might have changed (launched interceptors, missile defense) */ getship(mlp->unit.ship.shp_uid, &mlp->unit.ship); shipdamage(&mlp->unit.ship, dam); putship(mlp->unit.ship.shp_uid, &mlp->unit.ship); if (!mlp->unit.ship.shp_own) { emp_remque(&mlp->queue); free(mlp); } } static int shp_damage(struct emp_qelem *list, int totdam, int wantflags, int nowantflags, int x, int y) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *mlp; int dam; int count; if (!totdam || !(count = shp_count(list, wantflags, nowantflags, x, y))) return 0; dam = ldround((double)totdam / count, 1); for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; mlp = (struct ulist *)qp; if (mlp->unit.ship.shp_x != x || mlp->unit.ship.shp_y != y) continue; if (wantflags && (mchr[mlp->unit.ship.shp_type].m_flags & wantflags) != wantflags) continue; if (nowantflags && mchr[mlp->unit.ship.shp_type].m_flags & nowantflags) continue; shp_damage_one(mlp, dam); } return dam; } static int shp_contains(struct emp_qelem *list, int newx, int newy, int wantflags, int nowantflags) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *mlp; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; mlp = (struct ulist *)qp; /* If the ship isn't in the requested sector, then continue */ if (newx != mlp->unit.ship.shp_x || newy != mlp->unit.ship.shp_y) continue; if (wantflags && (mchr[mlp->unit.ship.shp_type].m_flags & wantflags) != wantflags) continue; if (nowantflags && mchr[mlp->unit.ship.shp_type].m_flags & nowantflags) continue; return 1; } return 0; } static struct ulist * most_valuable_ship(struct emp_qelem *list, coord x, coord y) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *mlp; struct ulist *mvs = NULL; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; mlp = (struct ulist *)qp; if (mlp->unit.ship.shp_x != x || mlp->unit.ship.shp_y != y) continue; if (mchr[mlp->unit.ship.shp_type].m_flags & M_SUB) continue; if (!mchr[mlp->unit.ship.shp_type].m_nxlight && !mchr[mlp->unit.ship.shp_type].m_nchoppers && mchr[mlp->unit.ship.shp_type].m_cost < 1000 && !mchr[mlp->unit.ship.shp_type].m_nplanes && !mchr[mlp->unit.ship.shp_type].m_nland) continue; if (!mvs) { mvs = mlp; continue; } if (mchr[mlp->unit.ship.shp_type].m_cost * mlp->unit.ship.shp_effic > mchr[mvs->unit.ship.shp_type].m_cost * mvs->unit.ship.shp_effic) mvs = mlp; } return mvs; } static int shp_easiest_target(struct emp_qelem *list, int wantflags, int nowantflags) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *mlp; int hard; int easiest = 9876; /* things start great for victim */ int count = 0; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; mlp = (struct ulist *)qp; if (wantflags && (mchr[mlp->unit.ship.shp_type].m_flags & wantflags) != wantflags) continue; if (nowantflags && mchr[mlp->unit.ship.shp_type].m_flags & nowantflags) continue; hard = shp_hardtarget(&mlp->unit.ship); if (hard < easiest) easiest = hard; /* things get worse for victim */ ++count; } return easiest - count; } static int shp_missile_interdiction(struct emp_qelem *list, coord newx, coord newy, natid victim) { int dam, sublaunch; int stopping = 0; struct emp_qelem msl_list, *qp, *newqp; struct plist *plp; struct ulist *mvs; mvs = most_valuable_ship(list, newx, newy); if (!mvs) return 0; msl_sel(&msl_list, newx, newy, victim, P_T | P_MAR, 0, MI_INTERDICT); for (qp = msl_list.q_back; qp != &msl_list; qp = newqp) { newqp = qp->q_back; plp = (struct plist *)qp; if (mvs && mission_pln_equip(plp, NULL, 'p') >= 0) { if (msl_launch(&plp->plane, EF_SHIP, prship(&mvs->unit.ship), newx, newy, victim, &sublaunch) < 0) goto use_up_msl; stopping = 1; if (msl_hit(&plp->plane, shp_hardtarget(&mvs->unit.ship), EF_SHIP, N_SHP_MISS, N_SHP_SMISS, sublaunch, victim)) { dam = pln_damage(&plp->plane, 'p', ""); mpr(victim, "missile interdiction mission does %d damage to %s!\n", dam, prship(&mvs->unit.ship)); shp_damage_one(mvs, dam); } else { dam = pln_damage(&plp->plane, 'p', NULL); collateral_damage(newx, newy, dam); } mvs = most_valuable_ship(list, newx, newy); use_up_msl: plp->plane.pln_effic = 0; putplane(plp->plane.pln_uid, &plp->plane); } emp_remque(qp); free(qp); } return stopping; } /* Note that this function has a side effect - it uses coastwatch * ranges to see if it should fire upon a ship. So, this function * is expected to return positive if a ship is in range, and 0 if a * ship is not in range. */ static int notify_coastguard(struct emp_qelem *list, int trange, struct sctstr *sectp) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *mlp; struct natstr *natp; int vrange; natp = getnatp(sectp->sct_own); vrange = sectp->sct_type == SCT_RADAR ? 14 : 4; vrange *= tfact(sectp->sct_own, 1.0) * sectp->sct_effic / 100.0; if (vrange < 1) vrange = 1; if (vrange < trange) return 0; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; mlp = (struct ulist *)qp; if (mchr[mlp->unit.ship.shp_type].m_flags & M_SUB) continue; if (natp->nat_flags & NF_COASTWATCH) wu(0, sectp->sct_own, "%s %s sighted at %s\n", cname(mlp->unit.ship.shp_own), prship(&mlp->unit.ship), xyas(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, sectp->sct_own)); if (opt_HIDDEN) setcont(sectp->sct_own, mlp->unit.ship.shp_own, FOUND_COAST); } return 1; } static int shp_fort_interdiction(struct emp_qelem *list, coord newx, coord newy, natid victim) { struct nstr_sect ns; struct sctstr fsect; int trange, range; int dam; int stopping = 0; int totdam = 0; signed char notified[MAXNOC]; int i; /* Inform neutral and worse */ for (i = 0; i < MAXNOC; ++i) { if (relations_with(i, victim) <= NEUTRAL) notified[i] = 0; else notified[i] = 1; } snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range); while (nxtsct(&ns, &fsect)) { if (!fsect.sct_own) continue; if (fsect.sct_own == victim) continue; if (notified[fsect.sct_own]) continue; trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y); if (notify_coastguard(list, trange, &fsect)) notified[fsect.sct_own] = 1; } if (opt_NO_FORT_FIRE) return 0; /* Only coastwatch notify in nofortfire */ /* Only fire at Hostile ships */ for (i = 0; i < MAXNOC; ++i) { if (relations_with(i, victim) >= NEUTRAL) notified[i] = 0; } snxtsct_dist(&ns, newx, newy, fort_max_interdiction_range); while (nxtsct(&ns, &fsect)) { if (!notified[fsect.sct_own]) continue; range = roundrange(fortrange(&fsect)); trange = mapdist(newx, newy, fsect.sct_x, fsect.sct_y); if (trange > range) continue; dam = fort_fire(&fsect); putsect(&fsect); if (dam < 0) continue; stopping = 1; totdam += dam; mpr(victim, "Incoming fire does %d damage!\n", dam); #if 0 mpr(victim, "%s fires at you for %d!\n", xyas(fsect.sct_x, fsect.sct_y, victim), dam); #endif wu(0, fsect.sct_own, "%s fires at %s ships in %s for %d!\n", xyas(fsect.sct_x, fsect.sct_y, fsect.sct_own), cname(victim), xyas(newx, newy, fsect.sct_own), dam); nreport(fsect.sct_own, N_SHP_SHELL, victim, 1); } if (totdam > 0) shp_damage(list, totdam, 0, M_SUB, newx, newy); return stopping; } static int shp_mission_interdiction(struct emp_qelem *list, coord x, coord y, natid victim, int subs) { char *what = subs ? "subs" : "ships"; int wantflags = subs ? M_SUB : 0; int nowantflags = subs ? 0 : M_SUB; int mission = subs ? MI_SINTERDICT : MI_INTERDICT; int dam; dam = unit_interdict(x, y, victim, what, shp_easiest_target(list, wantflags, nowantflags), mission); if (dam >= 0) shp_damage(list, dam, wantflags, nowantflags, x, y); return dam >= 0; } static int shp_interdict(struct emp_qelem *list, coord newx, coord newy, natid victim) { int stopping = 0; if (shp_contains(list, newx, newy, 0, M_SUB)) { stopping |= shp_fort_interdiction(list, newx, newy, victim); if (shp_contains(list, newx, newy, 0, M_SUB)) { stopping |= shp_mission_interdiction(list, newx, newy, victim, 0); stopping |= shp_missile_interdiction(list, newx, newy, victim); } } if (shp_contains(list, newx, newy, M_SUB, 0)) stopping |= shp_mission_interdiction(list, newx, newy, victim, 1); return stopping; } /* high value of hardtarget is harder to hit */ int shp_hardtarget(struct shpstr *sp) { struct sctstr sect; int vis, onsea; struct mchrstr *mcp = mchr + sp->shp_type; vis = shp_visib(sp); getsect(sp->shp_x, sp->shp_y, §); onsea = sect.sct_type == SCT_WATER; if (mcp->m_flags & M_SUB) vis *= 4; return (int)((sp->shp_effic / 100.0) * (20 + shp_speed(sp) * onsea / 2.0 - vis)); } static int shp_hit_mine(struct shpstr *sp) { double m; mpr(sp->shp_own, "Kawhomp! Mine detected in %s!\n", xyas(sp->shp_x, sp->shp_y, sp->shp_own)); nreport(sp->shp_own, N_HIT_MINE, 0, 1); m = MINE_DAMAGE(); if (mchr[sp->shp_type].m_flags & M_SWEEP) m /= 2.0; shipdamage(sp, ldround(m, 1)); return (int)m; } int shp_nav_dir(struct emp_qelem *list, int dir, natid actor) { struct sctstr sect; struct emp_qelem *qp; struct emp_qelem *next; struct ulist *mlp; coord dx; coord dy; coord newx; coord newy; int move; enum shp_stuck stuck; double mobcost; if (CANT_HAPPEN(QEMPTY(list))) return 1; if (dir <= DIR_STOP || dir > DIR_LAST) { CANT_HAPPEN(dir != DIR_STOP); shp_nav_put(list, actor); return 1; } dx = diroff[dir][0]; dy = diroff[dir][1]; mlp = (struct ulist *)list->q_back; newx = xnorm(mlp->unit.ship.shp_x + dx); newy = ynorm(mlp->unit.ship.shp_y + dy); getsect(newx, newy, §); if (sect.sct_own && relations_with(sect.sct_own, actor) < FRIENDLY) { mpr(actor, "can't go to %s\n", xyas(newx, newy, actor)); return 1; } move = 0; for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; mlp = (struct ulist *)qp; switch (shp_check_nav(&mlp->unit.ship, §)) { case SHP_STUCK_NOT: move = 1; break; case SHP_STUCK_CANAL: break; default: CANT_REACH(); /* fall through */ case SHP_STUCK_CONSTRUCTION: case SHP_STUCK_IMPASSABLE: mpr(actor, "can't go to %s\n", xyas(newx, newy, actor)); return 1; } } if (!move) { mpr(actor, "is too large to fit into the canal system at %s\n", xyas(newx, newy, actor)); return 1; } for (qp = list->q_back; qp != list; qp = next) { next = qp->q_back; mlp = (struct ulist *)qp; stuck = shp_check_nav(&mlp->unit.ship, §); if (stuck == SHP_STUCK_CANAL) { mpr(actor, "%s is too large to fit into the canal system at %s" " & stays in %s\n", prship(&mlp->unit.ship), xyas(newx, newy, actor), xyas(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, actor)); shp_nav_put_one(mlp); continue; } else if (CANT_HAPPEN(stuck != SHP_STUCK_NOT)) { mpr(actor, "%s can't go to %s & stays in %s\n", prship(&mlp->unit.ship), xyas(newx, newy, actor), xyas(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, actor)); shp_nav_put_one(mlp); continue; } if (mlp->mobil <= 0.0) { mpr(actor, "%s is out of mobility & stays in %s\n", prship(&mlp->unit.ship), xyas(mlp->unit.ship.shp_x, mlp->unit.ship.shp_y, actor)); shp_nav_put_one(mlp); continue; } mobcost = shp_mobcost(&mlp->unit.ship); mlp->unit.ship.shp_x = newx; mlp->unit.ship.shp_y = newy; if (mlp->mobil - mobcost < -127) { mlp->mobil = -127; } else { mlp->mobil -= mobcost; } mlp->unit.ship.shp_mobil = (int)mlp->mobil; putship(mlp->unit.ship.shp_uid, &mlp->unit.ship); } return 0; } int shp_nav_gauntlet(struct emp_qelem *list, int interdict, natid actor) { struct ulist *mlp = (struct ulist *)list->q_back; coord newx = mlp->unit.ship.shp_x; coord newy = mlp->unit.ship.shp_y; int stopping; stopping = shp_sweep(list, 0, 0, actor); if (QEMPTY(list)) return stopping; stopping |= shp_check_mines(list); if (QEMPTY(list)) return stopping; if (interdict) stopping |= shp_interdict(list, newx, newy, actor); return stopping; } /* * shp_miss_defence * Check for incoming missiles with a P_MAR flag. * Return True=1 if the missile was shotdown. * Or False=0 * * Chad Zabel, July 95 */ int shp_missile_defense(coord dx, coord dy, natid bombown, int hardtarget) { struct nstr_item ni; struct shpstr ship; int hitchance, hit; double gun, eff, teff; snxtitem_dist(&ni, EF_SHIP, dx, dy, 1); while (nxtitem(&ni, &ship)) { if (!ship.shp_own) continue; if (!(mchr[(int)ship.shp_type].m_flags & M_ANTIMISSILE)) continue; if (relations_with(ship.shp_own, bombown) >= NEUTRAL) continue; if (ship.shp_effic < 60) continue; if (ship.shp_item[I_MILIT] < 1) /* do we have mil? */ continue; if (ship.shp_item[I_GUN] < 1) /* we need at least 1 gun */ continue; if (!shp_supply(&ship, I_SHELL, 2)) continue; ship.shp_item[I_SHELL] -= 2; putship(ship.shp_uid, &ship); /* now calculate the odds */ gun = shp_usable_guns(&ship); eff = ship.shp_effic / 100.0; teff = ship.shp_tech / (ship.shp_tech + 200.0); /* raise 4.5 for better interception -KHS */ hitchance = (int)(gun * eff * teff * 4.5) - hardtarget; hitchance = LIMIT_TO(hitchance, 0, 100); hit = pct_chance(hitchance); mpr(bombown, "%s anti-missile system activated...%s\n", cname(ship.shp_own), hit ? "KABOOOM!! Missile destroyed\n" : "SWOOSH!! anti-missile system failed!!"); mpr(ship.shp_own, "Ship #%i anti-missile system activated!\n", ship.shp_uid); mpr(ship.shp_own, "%d%% hitchance...%s\n", hitchance, hit ? "KABOOOM!! Incoming missile destroyed!\n" : "SWOOSH!! Missile evades anti-missile systems\n"); if (hit) return 1; } return 0; /* all attempts failed */ } /* Fire missiles at a ship which has fired shells */ void shp_missdef(struct shpstr *sp, natid victim) { struct emp_qelem list; struct ulist *mlp; int eff; char buf[512]; emp_initque(&list); mlp = shp_insque(sp, &list); sprintf(buf, "%s", prship(&mlp->unit.ship)); eff = sp->shp_effic; shp_missile_interdiction(&list, sp->shp_x, sp->shp_y, sp->shp_own); getship(sp->shp_uid, sp); if (!sp->shp_own) { wu(0, victim, "missiles launched in defense did 100%% damage to %s\n", buf); wu(0, victim, "%s sunk!\n", buf); } else if (eff > 0 && sp->shp_effic < eff) { wu(0, victim, "missiles launched in defense did %d%% damage to %s\n", 100 * (eff - sp->shp_effic) / eff, buf); } if (!QEMPTY(&list)) free(mlp); } double shp_mobcost(struct shpstr *sp) { return speed_factor(sp->shp_effic * 0.01 * shp_speed(sp), sp->shp_tech); } /* * Set @sp's tech to @tlev along with everything else that depends on it. */ void shp_set_tech(struct shpstr *sp, int tlev) { struct mchrstr *mcp = mchr + sp->shp_type; if (CANT_HAPPEN(tlev < mcp->m_tech)) tlev = mcp->m_tech; sp->shp_tech = tlev; }