/* * 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, 2004-2012 */ #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 - roll0(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 = 9 + roll(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 - roll0(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 = roll0(10) + roll0(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 += roll(5); else if (n < 70) n += roll(10) + 3; if (n > 127) n = 127; sp->sct_loyal = n; if (sp->sct_oldown != sp->sct_own || n > 100) { n = civ * roll0(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 * roll0(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 += roll(10) - 6; 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; } } }