/* * 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. * * --- * * para.c: Drop paratroopers onto a sector * * Known contributors to this file: * Dave Pare, 1986 * Ken Stevens, 1995 */ #include "misc.h" #include "player.h" #include "var.h" #include "sect.h" #include "ship.h" #include "item.h" #include "plane.h" #include "land.h" #include "nuke.h" #include "xy.h" #include "nsc.h" #include "news.h" #include "file.h" #include "nat.h" #include "path.h" #include "treaty.h" #include "mission.h" #include "combat.h" #include "commands.h" static int paradrop(struct emp_qelem *list, coord x, coord y); int para(void) { s_char *p; int mission_flags; int tech; coord tx, ty; coord ax, ay; int ap_to_target; s_char flightpath[MAX_PATH_LEN]; struct nstr_item ni_bomb; struct nstr_item ni_esc; coord x, y; struct sctstr target; struct emp_qelem bomb_list; struct emp_qelem esc_list; int wantflags; struct sctstr ap_sect; s_char buf[1024]; wantflags = P_P; if (!snxtitem(&ni_bomb, EF_PLANE, player->argp[1])) return RET_SYN; if (!snxtitem(&ni_esc, EF_PLANE, getstarg(player->argp[2], "escort(s)? ", buf))) pr("No escorts...\n"); if ((p = getstarg(player->argp[3], "assembly point? ", buf)) == 0 || *p == 0) return RET_SYN; if (!sarg_xy(p, &x, &y) || !getsect(x, y, &ap_sect)) return RET_SYN; if (ap_sect.sct_own && ap_sect.sct_own != player->cnum && getrel(getnatp(ap_sect.sct_own), player->cnum) != ALLIED) { pr("Assembly point not owned by you or an ally!\n"); return RET_SYN; } ax = x; ay = y; if (getpath(flightpath, player->argp[4], ax, ay, 0, 0, 0, P_FLYING) == 0 || *flightpath == 0) return RET_SYN; tx = ax; ty = ay; (void)pathtoxy(flightpath, &tx, &ty, fcost); getsect(tx, ty, &target); pr("LZ is %s\n", xyas(tx, ty, player->cnum)); ap_to_target = strlen(flightpath); if (*(flightpath + strlen(flightpath) - 1) == 'h') ap_to_target--; pr("range to target is %d\n", ap_to_target); /* * select planes within range */ pln_sel(&ni_bomb, &bomb_list, &ap_sect, ap_to_target, 2, P_C | wantflags, P_M | P_O); pln_sel(&ni_esc, &esc_list, &ap_sect, ap_to_target, 2, P_ESC | P_F, P_M | P_O); /* * now arm and equip the bombers, transports, whatever. * tech is stored in high 16 bits of mission_flags. * yuck. */ tech = 0; mission_flags = 0; mission_flags |= P_X; /* stealth (shhh) */ mission_flags |= P_H; /* gets turned off if not all choppers */ mission_flags = pln_arm(&bomb_list, 2 * ap_to_target, 'a', &ichr[I_MILIT], 0, mission_flags, &tech); if (QEMPTY(&bomb_list)) { pr("No planes could be equipped for the mission.\n"); return RET_FAIL; } mission_flags = pln_arm(&esc_list, 2 * ap_to_target, 'a', &ichr[I_MILIT], P_ESC | P_F, mission_flags, &tech); ac_encounter(&bomb_list, &esc_list, ax, ay, flightpath, mission_flags, 0, 0, 0); if (QEMPTY(&bomb_list)) { pr("No planes got through fighter defenses\n"); } else { getsect(tx, ty, &target); paradrop(&bomb_list, tx, ty); } pln_put(&bomb_list); pln_put(&esc_list); return RET_OK; } static int paradrop(struct emp_qelem *list, coord x, coord y) { struct combat off[1]; /* assaulting ship or sector */ struct combat def[1]; /* defending ship */ struct emp_qelem olist; /* assaulting units */ struct emp_qelem dlist; /* defending units */ int ototal; /* total assaulting strength */ int a_engineer = 0; /* assaulter engineers are present */ int a_spy = 0; /* the best assaulter scout */ double osupport = 1.0; /* assault support */ double dsupport = 1.0; /* defense support */ struct plist *plp; struct emp_qelem *qp; /* Check for valid attack */ att_combat_init(def, EF_SECTOR); def->x = x; def->y = y; if (att_abort(A_PARA, 0, def)) return RET_FAIL; /* Show what we're air-assaulting, and check treaties */ if (att_show(def)) return RET_FAIL; /* set what we're air-assaulting with */ emp_initque(&olist); att_combat_init(off, EF_PLANE); for (qp = list->q_forw; qp != list; qp = qp->q_forw) { plp = (struct plist *)qp; if (plp->pcp->pl_flags & (P_V | P_C)) off->troops += plp->misc; } off->mil = off->troops; if (att_abort(A_PARA, off, def)) { pr("Air-Assault aborted\n"); return RET_OK; } /* Get ototal */ ototal = att_estimate_defense(A_PARA, off, &olist, def, a_spy); if (att_abort(A_PARA, off, def)) { pr("Air-assault aborted\n"); return RET_OK; } /* Get the defense */ att_get_defense(&olist, def, &dlist, a_spy, ototal); /* Get defender support */ att_get_support(A_PARA, 0, 0, 0, 0, &olist, off, &dlist, def, &osupport, &dsupport, a_engineer); if (att_abort(A_PARA, off, def)) { pr("Air-assault aborted\n"); return RET_OK; } /* * Death, carnage, and destruction. */ att_fight(A_PARA, off, &olist, osupport, def, &dlist, dsupport); return RET_OK; }