/* * 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. * * --- * * attsub.c: Attack subroutines * * Known contributors to this file: * Ken Stevens, 1995 * Steve McClure, 1996-2000 */ #include #include "misc.h" #include "player.h" #include "file.h" #include "var.h" #include "sect.h" #include "ship.h" #include "path.h" #include "news.h" #include "treaty.h" #include "nat.h" #include "xy.h" #include "land.h" #include "nsc.h" #include "mission.h" #include "combat.h" #include "item.h" #include "optlist.h" #include "prototypes.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, s_char *land_answer, int *a_spyp, int *a_engineerp); static void take_move_in_mob(int combat_mode, struct llist *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 int get_dlist(struct combat *def, struct emp_qelem *list, 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 int take_casualty(int combat_mode, struct combat *off, struct emp_qelem *olist); static void send_reacting_units_home(struct combat *def, struct emp_qelem *list); static int take_def(int combat_mode, struct emp_qelem *list, struct combat *off, struct combat *def); void att_move_in_off(int combat_mode, struct combat *off, struct emp_qelem *olist, struct combat *def); static int get_land(int combat_mode, struct combat *def, int uid, struct llist *llp, int victim_land); /* * 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_DEFENSE, 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 s_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) { if (opt_SHIPNAMES) { return prbuf("%s%s %s(#%d)", inon ? inon == 1 ? "on " : "onto " : "", com->shp_mcp->m_name, com->shp_name, com->shp_uid); } else { return prbuf("%s%s #%d", inon ? inon == 1 ? "on " : "onto " : "", com->shp_mcp->m_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 s_char * prcom(int inon, struct combat *com) { return pr_com(inon, com, player->cnum); } /* Doing a sneak attack */ static void do_sneak(def, success) struct combat *def; int success; { struct sctstr sect; struct natstr *natp = getnatp(player->cnum); int issneak = getrel(natp, def->own); if (def->type != EF_SECTOR) return; getsect(def->x, def->y, §); if (issneak == AT_WAR || !def->own || sect.sct_oldown == player->cnum) return; if (success) pr("Your sneak attack was successful\nBut "); else pr("Your sneak attack was unsuccessful\nAnd "); pr("it will cost you $5000\n"); pr("War has been declared!!!!\n"); wu(0, def->own, "Country %s (#%d) has Sneak Attacked!!\n", cname(player->cnum), player->cnum); wu(0, def->own, "Country %s (#%d) has Declared WAR on you!!\n", cname(player->cnum), player->cnum); player->dolcost += 5000; issneak = min(issneak, MOBILIZATION); nreport(player->cnum, N_DECL_WAR, def->own, 1); setrel(player->cnum, def->own, issneak); } /* * 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; s_char *thing; 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]; thing = (s_char *)§ 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)) { 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]; thing = (s_char *)&land; 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, (int *)&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]; if (opt_SHIPNAMES) 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); } thing = (s_char *)&ship; 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); } mil = getvar(V_MILIT, thing, com->type); 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 = (getvar(V_PSTAGE, thing, com->type)) == 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 != player->cnum && getrel(getnatp(owner), player->cnum) != ALLIED) { /* must be EF_SECTOR */ if (com->mil) 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("You no longer own %s\n", 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 (!opt_DEFENSE_INFRA) sect.sct_defense = sect.sct_effic; if (com->mobcost) { if (opt_MOB_ACCESS) { if ((com->mob - com->mobcost) < -127) sect.sct_mobil = -127; else sect.sct_mobil = (short)(com->mob - com->mobcost); } else { if ((com->mob - com->mobcost) < 0) sect.sct_mobil = 0; else sect.sct_mobil = (short)(com->mob - com->mobcost); } } makelost(EF_SECTOR, sect.sct_own, 0, sect.sct_x, sect.sct_y); makenotlost(EF_SECTOR, com->own, 0, sect.sct_x, sect.sct_y); sect.sct_own = com->own; if (com->plague) { if (getvar(V_PSTAGE, (s_char *)§, EF_SECTOR) == PLG_HEALTHY) putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)§, EF_SECTOR); } putvar(V_MILIT, com->mil, (s_char *)§, EF_SECTOR); 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 = (s_char)(com->mob - com->mobcost); } makelost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x, land.lnd_y); land.lnd_own = com->own; makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x, land.lnd_y); if (com->plague) { if (getvar(V_PSTAGE, (s_char *)&land, EF_LAND) == PLG_HEALTHY) putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&land, EF_LAND); } if (!(com->lnd_lcp->l_flags & L_SPY)) putvar(V_MILIT, com->mil, (s_char *)&land, EF_LAND); lnd_count_units(&land); 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 = (s_char)(com->mob - com->mobcost); } makelost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x, ship.shp_y); ship.shp_own = com->own; makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x, ship.shp_y); if (com->plague) { if (getvar(V_PSTAGE, (s_char *)&ship, EF_SHIP) == PLG_HEALTHY) putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&ship, EF_SHIP); } putvar(V_MILIT, com->mil, (s_char *)&ship, EF_SHIP); count_units(&ship); 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; 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; int issneak; s_char y_or_n[512]; struct natstr *natp; 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 && (!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_mcst <= 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); } if (opt_SLOW_WAR && def->own != player->cnum) { natp = getnatp(player->cnum); issneak = getrel(natp, def->own); if (issneak == ALLIED) { sprintf(y_or_n, "Sector is owned by %s, your ally, %s [yn]? ", cname(def->own), att_mode[combat_mode]); if (!confirm(y_or_n)) return abort_attack(); } if (opt_SNEAK_ATTACK) { getsect(def->x, def->y, §); if ((issneak != AT_WAR) && (def->own) && (def->own != player->cnum) && (sect.sct_oldown != player->cnum) && (issneak != SITZKRIEG) && (issneak != MOBILIZATION)) { pr("You're not at war with them!\n"); if (!confirm ("Do you really want to sneak attack (it will cost you $5000) [yn]? ")) { pr("Sneak attack cancelled!\n"); return abort_attack(); } } if ((issneak != AT_WAR) && (def->own) && (def->own != player->cnum) && (sect.sct_oldown != player->cnum) && ((issneak == MOBILIZATION) || (issneak == SITZKRIEG))) { pr("You're not at war with them!\n"); return abort_attack(); } } else { if ((issneak != AT_WAR) && (def->own) && (sect.sct_oldown != player->cnum)) { pr("You're not at war with them!\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. */ 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, 1.0) * aship.shp_speed * off->eff <= techfact(dship.shp_tech, 1.0) * dship.shp_speed * def->eff) { pr("Victim ship moves faster than you do!\n"); if (def->own) wu(0, def->own, "%s (#%d) %s failed to catch %s\n", cname(aship.shp_own), 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, 0); 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 */ int att_show(struct combat *def) { /* Note that we tell the player about the treaty BEFORE we tell them about the item. If we didn't, then they gain free information */ if (def->type == EF_SECTOR) { if (!trechk(player->cnum, def->own, LANATT)) return abort_attack(); 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) { if (def->type == EF_SHIP) { if (!trechk(player->cnum, def->own, SEAATT)) return abort_attack(); } else { if (!trechk(player->cnum, def->own, LNDATT)) return abort_attack(); } 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)); } /* Ok, everything is fine */ return 0; } /* 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) { s_char buf[1024]; s_char *p; *fortp = *shipp = *landp = *planep = 1; if (player->argp[offset] != (s_char *)0) { if ((player->argp[offset + 1] == (s_char *)0) || (player->argp[offset + 2] == (s_char *)0) || (player->argp[offset + 3] == (s_char *)0)) { pr("If any support arguments are used, all must be!\n"); return RET_SYN; } *fortp = *shipp = 0; *landp = *planep = 0; if (! (p = getstarg(player->argp[offset], "Use fort support? ", buf))) return RET_SYN; if ((*p == 'y') || (*p == 'Y')) *fortp = 1; if (! (p = getstarg(player->argp[offset + 1], "Use ship support? ", buf))) return RET_SYN; if ((*p == 'y') || (*p == 'Y')) *shipp = 1; if (! (p = getstarg(player->argp[offset + 2], "Use land support? ", buf))) return RET_SYN; if ((*p == 'y') || (*p == 'Y')) *landp = 1; if (! (p = getstarg(player->argp[offset + 3], "Use plane support? ", buf))) 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; s_char land_answer[1024]; 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; } /* 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; switch (combat_mode) { case A_ATTACK: mob_support = off->mob / sector_mcost(getsectp(def->x, def->y), MOB_ROAD); if (mob_support < 0) mob_support = 0; /* mob_support = off->mob / sector_mcost(def->sct_type, def->eff);*/ 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 = vl_find(V_MILIT, def->shp_mcp->m_vtype, def->shp_mcp->m_vamt, def->shp_mcp->m_nv); 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 = vl_find(V_MILIT, def->lnd_lcp->l_vtype, def->lnd_lcp->l_vamt, def->lnd_lcp->l_nv); 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 * sector_mcost(getsectp(def->x, def->y), MOB_ROAD))); 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 += (def->eff / 100) * (ship.shp_speed / 2); } } } /* 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; s_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(0, 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 s_char att_prompt(s_char *prompt, s_char army) { s_char buf[1024]; s_char *p = buf; if (army == ' ') army = '~'; *buf = -2; while (!p || (*p != 'y' && *p != 'n' && *p != 'Y' && *p != 'N')) { if (p && *p == 'q') { abort_attack(); return 'N'; } if (!p || !*p) return 'n'; if (p && *p != -2) pr("y - yes this unit\nn - no this unit\nY - yes to all units in army '%c'\nN - no to all units in army '%c'\nq - quit\n? - this help message\n\n", army, army); p = getstring(prompt, buf); if (player->aborted) { buf[0] = 'N'; p = buf; } } return *p; } /* 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, s_char *land_answer, int *a_spyp, int *a_engineerp) { struct nstr_item ni; struct lndstr land; double mobcost; struct llist *llp; struct lchrstr *lcp; int att_val; int count = 0; int maxland = 0; int first_time = 1; s_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, (s_char *)&land)) { if (land.lnd_own != player->cnum) continue; if (land.lnd_effic < LAND_MINEFF) 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 (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, (int *)&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: mobcost = lnd_mobcost(&land, getsectp(def->x, def->y), MOB_NONE); if (land.lnd_mobil < mobcost) { pr("%s does not have enough mobility (%d needed)\n", prland(&land), (int)ceil(mobcost)); continue; } break; case A_ASSAULT: case A_BOARD: mobcost = 0; if (!(lcp->l_flags & L_ASSAULT)) continue; } att_val = attack_val(combat_mode, &land); if (!att_val) { pr("%s has no offensive strength\n", prland(&land)); continue; } resupply_all(&land); putland(land.lnd_uid, &land); if (!has_supply(&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 %d\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; } if (!(llp = (struct llist *)malloc(sizeof(struct llist)))) { logerror("Malloc failed in attack!\n"); abort_attack(); return; } memset(llp, 0, sizeof(struct llist)); emp_insque(&llp->queue, olist); llp->mobil = mobcost; if (!get_land(combat_mode, def, land.lnd_uid, llp, 0)) continue; if (lnd_spyval(&land) > *a_spyp) *a_spyp = lnd_spyval(&land); if (llp->lcp->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; double sector_strength(struct sctstr *sp); 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)); /* str = com->sct_dcp->d_dstr;*/ } else if (com->type == EF_SHIP && com->own != player->cnum) { getship(com->shp_uid, &ship); eff = (1.0 + ship.shp_armor / 100.0); } return eff; } /* * Estimate the defense strength and give the attacker a chance to abort * if the odds are less than 50% */ int att_estimate_defense(int combat_mode, struct combat *off, struct emp_qelem *olist, struct combat *def, int a_spy) { int ototal; int estimate; int odds; /* * 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); estimate = att_combat_eff(def) * roundintby(def->troops, 10); estimate += att_combat_eff(def) * get_dlist(def, 0, a_spy, 0); /* * Calculate the initial (pre-support) attack odds. If they're less * than 50%, ask for a confirmation. */ odds = (int)(att_calcodds(ototal, estimate) * 100); /* if (odds < 50) { pr(" Estimated defense strength: %8d\n", estimate); pr(" Estimated odds: %8d%%\n\n",odds); sprintf(prompt, "Are you sure you want to %s [yn]? ", att_mode[combat_mode]); if (!confirm(prompt)) return abort_attack(); ototal = get_ototal(combat_mode, off, olist,1.0,1); if (att_empty_attack(combat_mode, ototal, def)) return abort_attack(); } */ 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 llist *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 llist *)qp; intelligence_report(def->own, &llp->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 int get_dlist(struct combat *def, struct emp_qelem *list, int a_spy, int *d_spyp) { struct nstr_item ni; struct llist *llp; struct lndstr land; int estimate = 0; /* 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, (s_char *)&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; if (!list) { /* Just estimating the enemy strength */ estimate += intelligence_report(player->cnum, &land, a_spy, "Scouts report defending unit:"); continue; } if (!(llp = (struct llist *)malloc(sizeof(struct llist)))) { logerror("Malloc failed in attack!\n"); abort_attack(); return 0; } memset(llp, 0, sizeof(struct llist)); emp_insque(&llp->queue, list); llp->supplied = has_supply(&land); if (!get_land(A_DEFEND, def, land.lnd_uid, llp, 1)) continue; if (lnd_spyval(&land) > *d_spyp) *d_spyp = lnd_spyval(&land); } return estimate; } /* 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 llist *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 llist *)qp; if (check && !get_land(combat_mode, 0, llp->land.lnd_uid, llp, 0)) 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->land.lnd_x) && (off[n].y == llp->land.lnd_y)) w = n; } if (w < 0) { lnd_delete(llp, "is in a sector not owned by you"); continue; } ototal += attack_val(combat_mode, &llp->land) * att_combat_eff(off + w); } else { ototal += attack_val(combat_mode, &llp->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 llist *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 llist *)qp; d_unit = 0.0; if (check && !get_land(A_DEFEND, def, llp->land.lnd_uid, llp, 1)) continue; d_unit = defense_val(&llp->land); if (!llp->supplied) d_unit = ((double)defense_val(&llp->land) / 2.0); dtotal += d_unit * eff; } dtotal *= dsupport; return ldround(dtotal, 1); } /* * This is the land unit integrity check. Note that we don't print * warnings about victim land units because the attacker may not have seen them */ static int get_land(int combat_mode, struct combat *def, int uid, struct llist *llp, int victim_land) { struct lndstr *lp = &llp->land; s_char buf[512]; getland(uid, lp); if (!llp->lcp) { /* first time */ llp->x = llp->land.lnd_x; llp->y = llp->land.lnd_y; llp->lcp = &lchr[(int)llp->land.lnd_type]; } else { /* not first time */ if (lp->lnd_effic < LAND_MINEFF) { sprintf(buf, "was destroyed and is no longer a part of the %s", att_mode[combat_mode]); lnd_delete(llp, buf); return 0; } if (victim_land) { if (lp->lnd_x != def->x || lp->lnd_y != def->y) { lnd_delete(llp, "left to go fight another battle and is no longer a part of the defense"); return 0; } } else { if (lp->lnd_own != player->cnum) { sprintf(buf, "was destroyed and is no longer a part of the %s", att_mode[combat_mode]); lnd_delete(llp, buf); 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_delete(llp, buf); return 0; } if (lp->lnd_effic < llp->eff) { sprintf(buf, "damaged from %d%% to %d%%", llp->eff, lp->lnd_effic); lnd_print(llp, buf); } } } llp->eff = llp->land.lnd_effic; return 1; } /* * 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 kill_land(struct emp_qelem *list) { struct emp_qelem *qp, *next; struct llist *llp; for (qp = list->q_forw; qp != list; qp = next) { next = qp->q_forw; llp = (struct llist *)qp; if (llp->land.lnd_ship >= 0) { llp->land.lnd_effic = 0; lnd_delete(llp, "cannot return to the ship, and dies!"); } } } static void att_infect_units(struct emp_qelem *list, int plague) { struct emp_qelem *qp, *next; struct llist *llp; if (!plague) return; for (qp = list->q_forw; qp != list; qp = next) { next = qp->q_forw; llp = (struct llist *)qp; if (getvar(V_PSTAGE, (s_char *)&(llp->land), EF_LAND) == PLG_HEALTHY) putvar(V_PSTAGE, PLG_EXPOSED, (s_char *)&(llp->land), EF_LAND); } } static void put_land(struct emp_qelem *list) { struct emp_qelem *qp, *next; struct llist *llp; for (qp = list->q_forw; qp != list; qp = next) { next = qp->q_forw; llp = (struct llist *)qp; llp->land.lnd_mission = 0; llp->land.lnd_harden = 0; llp->land.lnd_mobil -= (int)llp->mobil; llp->mobil = 0.0; putland(llp->land.lnd_uid, &llp->land); if (llp->land.lnd_own != player->cnum) { emp_remque((struct emp_qelem *)llp); free((s_char *)llp); } else get_land(A_ATTACK, 0, llp->land.lnd_uid, llp, 0); } } /* * Keep sending in reinforcements until it looks like we're going to win. * Note that the "strength" command also calls this routine. */ int 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 sctstr sect, dsect; struct llist *llp; int dtotal; int new_land = 0; double mobcost; double move_cost; int supply_state; int dist; int radius; int origx, origy; double eff = att_combat_eff(def); s_char *p; s_char buf[1024]; /* * * All units that are within their reaction radius and not damaged * below their morale value now get to react to the threatened sect. * Once we've sent enough to counter the threat, stop sending them. * * Not anymore. All units get to react. :) */ if (list) dtotal = get_dtotal(def, list, 1.0, 1); else dtotal = 0; snxtitem_all(&ni, EF_LAND); while (nxtitem(&ni, (s_char *)&land) && (dtotal + new_land * eff < (int)(1.2 * (float)ototal))) { if (!land.lnd_own) continue; if (!land.lnd_rad_max) 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 (!defense_val(&land)) continue; /* if (land.lnd_effic <= land.lnd_retreat) continue; */ if (!lnd_can_attack(&land)) continue; /* Only supplied units can react */ if (!(supply_state = has_supply(&land))) continue; dist = mapdist(land.lnd_x, land.lnd_y, def->x, def->y); getsect(land.lnd_x, land.lnd_y, §); /* Units on efficient headquarters can react 1 farther */ if ((sect.sct_type == SCT_HEADQ) && (sect.sct_effic >= 60)) radius = land.lnd_rad_max + 1; else radius = land.lnd_rad_max; if (land.lnd_mission == MI_RESERVE) radius += 2; if (dist > radius) continue; getsect(def->x, def->y, &dsect); if (! (p = (s_char *)BestLandPath(buf, §, &dsect, &move_cost, MOB_ROAD))) continue; mobcost = land.lnd_effic * 0.01 * lchr[(int)land.lnd_type].l_spd; if (mobcost < 0.01) mobcost = 0.01; mobcost = 480.0 / (mobcost + techfact(land.lnd_tech, mobcost)); mobcost *= (move_cost * 5.0); 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 = (struct llist *) malloc(sizeof(struct llist)); memset(llp, 0, sizeof(struct llist)); llp->supplied = supply_state; llp->x = origx; llp->y = origy; llp->lcp = &lchr[(int)land.lnd_type]; llp->land = land; emp_insque(&llp->queue, list); 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(s_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 = ((double)dam / 100.0); osupport += af; } if (ship_sup) { dam = sd(def->own, player->cnum, def->x, def->y, 0, 0, 0); as = ((double)dam / 100.0); osupport += as; } if (land_sup) { dam = lnd_support(def->own, player->cnum, def->x, def->y); au = ((double)dam / 100.0); osupport += au; } if (plane_sup) { dam = off_support(def->x, def->y, def->own, player->cnum); ap = (((double)dam) / 100.0); osupport += ap; } sprintf(outs, "attacker\t%1.2f\t%1.2f\t%1.2f\t%1.2f\n", af, as, au, ap); return osupport; } /* Pop off shells and fly bombing missions to get your defense multiplier up */ static double get_dsupport(s_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 = ((double)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 = ((double)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); du = ((double)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 = (((double)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\n\n", 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 = getvar(V_MINE, (s_char *)§, EF_SECTOR); mines = min(mines, 20); if (a_engineer) mines = ldround(((double)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; s_char osupports[512]; s_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 * becauase units & mil may have been damaged by collateral damage or * neclear 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", osupports); if (*dsupportp != 1.0) pr("%s", dsupports); 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", osupports); if (*dsupportp != 1.0) wu(0, def->own, "%s", dsupports); } } 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 llist *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 llist *)qp; bodies += total_mil(&llp->land); } 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; s_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 = odds + (double)((double)((random() % 11) - 5) / 100.0); if (odds < 0.0) odds = 0.1; if (odds > 1.0) odds = 1.0; recalctime = 8 + (random() % 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 = 8 + (random() % 43); odds = att_calcodds(ototal, dtotal); odds = odds + (double)((double)((random() % 11) - 5) / 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) { int tmob; /* Make sure we use a positive mobility here */ tmob = ((def->mob < 0) ? -(def->mob) : (def->mob)); def->mobcost = min(20, min(1, tmob - damage(tmob, 100 * d_cas / d_mil))); } 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) off[n].mobcost += min(20, min(1, off[n].mob - damage(off[n].mob, 100 * (a_troops[n] - off[n].troops) / off[n].mil))); 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; } } 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; } } nreport(player->cnum, news_item, def->own, 1); if (def->own) { wu(0, def->own, "%s (#%d) lost %d troops %s %s\nWe lost %d troops defending\n", cname(player->cnum), player->cnum, a_cas, action, pr_com(0, def, def->own), d_cas); } if (opt_SNEAK_ATTACK) { do_sneak(def, success); } send_reacting_units_home(def, dlist); /* putland the defending land */ lnd_put(dlist, 0); /* putland the attacking land */ put_land(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? */ 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, *biggest; struct llist *llp; 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 = (struct emp_qelem *)0; biggest_mil = -1; for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) { llp = (struct llist *)qp; if (total_mil(&llp->land) > biggest_mil) { biggest_mil = total_mil(&llp->land); biggest = qp; } } if (biggest == (struct emp_qelem *)0) return (CASUALTY_LUMP - to_take); llp = (struct llist *)biggest; cas = lnd_take_casualty(combat_mode, llp, 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 combat *def, struct emp_qelem *list) { struct emp_qelem *qp, *next; struct llist *llp; s_char buf[1024]; for (qp = list->q_forw; qp != list; qp = next) { next = qp->q_forw; llp = (struct llist *)qp; if ((llp->land.lnd_x != llp->x) || (llp->land.lnd_y != llp->y)) { sprintf(buf, "returns to %s", xyas(llp->x, llp->y, llp->land.lnd_own)); llp->land.lnd_x = llp->x; llp->land.lnd_y = llp->y; lnd_delete(llp, buf); } } } /* 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 (#%d) considered %sing you @%s\n", cname(player->cnum), 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 llist *llp, *delete_me = 0; s_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 llist *)list->q_forw; llp->land.lnd_x = def->x; llp->land.lnd_y = def->y; take_move_in_mob(combat_mode, llp, off, def); if (def->type == EF_SHIP) { llp->land.lnd_ship = def->shp_uid; sprintf(buf, "boards %s", prcom(0, def)); delete_me = llp; } else { llp->land.lnd_ship = -1; sprintf(buf, "moves in to occupy %s", xyas(def->x, def->y, player->cnum)); lnd_delete(llp, buf); } } } 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, 1); putship(ship.shp_uid, &ship); } else if (def->type == EF_LAND) { getland(def->lnd_uid, &land); takeover_land(&land, player->cnum, 1); putland(land.lnd_uid, &land); } if (delete_me) lnd_delete(delete_me, buf); 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 llist *llp; s_char buf[512]; s_char prompt[512]; s_char land_answer[1024]; s_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 llist *)qp; answerp = &land_answer[(int)llp->land.lnd_army]; if (player->aborted || att_get_combat(def, 0) < 0) *answerp = 'N'; if (*answerp == 'Y') continue; if (*answerp != 'N') { if (!get_land(A_ATTACK, def, llp->land.lnd_uid, llp, 0)) continue; sprintf(prompt, "Move in with %s (%c %d%%) [ynYNq?] ", prland(&llp->land), llp->land.lnd_army == ' ' ? '~' : llp->land.lnd_army, llp->land.lnd_effic); *answerp = att_prompt(prompt, llp->land.lnd_army); if (player->aborted || att_get_combat(def, 0) < 0) *answerp = 'N'; if (!get_land(A_ATTACK, def, llp->land.lnd_uid, llp, 0)) continue; } if (*answerp == 'y' || *answerp == 'Y') continue; sprintf(buf, "stays in %s", xyas(llp->land.lnd_x, llp->land.lnd_y, player->cnum)); lnd_delete(llp, buf); } 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 llist *)qp; if (!get_land(A_ATTACK, def, llp->land.lnd_uid, llp, 0)) continue; sprintf(buf, "stays in %s", xyas(llp->land.lnd_x, llp->land.lnd_y, player->cnum)); lnd_delete(llp, buf); } 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 llist *llp; s_char buf[512]; if (QEMPTY(olist)) return; for (qp = olist->q_forw; qp != olist; qp = next) { next = qp->q_forw; llp = (struct llist *)qp; if (!get_land(combat_mode, def, llp->land.lnd_uid, llp, 0)) continue; take_move_in_mob(combat_mode, llp, off, def); llp->land.lnd_x = def->x; llp->land.lnd_y = def->y; if (def->type == EF_SHIP) llp->land.lnd_ship = def->shp_uid; else llp->land.lnd_ship = -1; } if (QEMPTY(olist)) return; if (def->type == EF_SECTOR) { if (opt_INTERDICT_ATT) { lnd_sweep(olist, 0, 0, def->own); lnd_check_mines(olist); } sprintf(buf, "now occupies %s", prcom(0, def)); } else { sprintf(buf, "boards %s", prcom(0, def)); } if (QEMPTY(olist)) return; for (qp = olist->q_forw; qp != olist; qp = next) { next = qp->q_forw; llp = (struct llist *)qp; lnd_print(llp, buf); } if (QEMPTY(olist)) return; lnd_put(olist, 0); } /* * 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; struct lndstr land; int defvec[I_MAX + 1]; int shipvec[I_MAX + 1]; int troops; int n, lunchbox = 0; s_char *thing; 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) { getship(off[n].shp_uid, &ship); getvec(VT_ITEM, shipvec, (s_char *)&ship, EF_SHIP); lunchbox += (int)((troops + 1) * shipvec[I_FOOD] / (shipvec[I_MILIT] + troops + shipvec[I_CIVIL] + 0.5)); shipvec[I_FOOD] -= lunchbox; putvec(VT_ITEM, shipvec, (s_char *)&ship, EF_SHIP); putship(ship.shp_uid, &ship); } } put_combat(def); if (!lunchbox) return; if (def->type == EF_SECTOR) { getsect(def->x, def->y, §); thing = (s_char *)§ } else if (def->type == EF_SHIP) { getship(def->shp_uid, &ship); thing = (s_char *)&ship; } else if (def->type == EF_LAND) { getship(def->lnd_uid, &land); thing = (s_char *)&land; } else { pr("Please tell the deity that you got the 'hungry mole' error\n"); return; } getvec(VT_ITEM, defvec, thing, def->type); defvec[I_FOOD] += lunchbox; putvec(VT_ITEM, defvec, thing, def->type); if (def->type == EF_SECTOR) putsect(§); else if (def->type == EF_SHIP) putship(ship.shp_uid, &ship); else putland(land.lnd_uid, &land); } /* 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; s_char prompt[512]; s_char buf[1024]; s_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 = sector_mcost(getsectp(def->x, def->y), MOB_ROAD); 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); if (!(p = getstring(prompt, buf)) || !*p || (num_mil = atoi(p)) <= 0) { num_mil = 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 = 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, V_MILIT); if (left < num_mil) { if (left) { pr("%d of the mil you were moving were destroyed!\nOnly %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 llist *llp, struct combat *off, struct combat *def) { extern int etu_per_update; extern float land_mob_scale; int mobcost; int new; switch (combat_mode) { case A_ATTACK: mobcost = lnd_mobcost(&llp->land, getsectp(def->x, def->y), MOB_NONE); new = llp->land.lnd_mobil - mobcost; if (new < -127) new = -127; llp->land.lnd_mobil = new; break; case A_ASSAULT: if (off->shp_mcp->m_flags & M_LAND) { if (llp->lcp->l_flags & L_MARINE) llp->land.lnd_mobil -= ((float)etu_per_update * land_mob_scale * 0.5); else llp->land.lnd_mobil -= ((float)etu_per_update * land_mob_scale); } else { if (llp->lcp->l_flags & L_MARINE) llp->land.lnd_mobil = 0; else llp->land.lnd_mobil = (((float)etu_per_update * land_mob_scale) * (-1)); } break; case A_BOARD: /* I arbitrarily chose the numbers 10 and 40 below -KHS */ if (llp->lcp->l_flags & L_MARINE) llp->land.lnd_mobil -= 10; else llp->land.lnd_mobil -= 40; break; } llp->land.lnd_harden = 0; } static void free_list(struct emp_qelem *list) { register 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 d; d = 1.0; if (sp->sct_type == SCT_MOUNT) d = 2.0; d = d + ((double)(dchr[sp->sct_type].d_dstr - d) * ((double)sp->sct_defense / 100.0)); if (d > dchr[sp->sct_type].d_dstr) d = dchr[sp->sct_type].d_dstr; if (d < 0.1) d = 0.1; return d; }