2608 lines
69 KiB
C
2608 lines
69 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* attsub.c: Attack subroutines
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*
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* Known contributors to this file:
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* Ken Stevens, 1995
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* Steve McClure, 1996-2000
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*/
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#include <config.h>
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#include <math.h>
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#include "misc.h"
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#include "player.h"
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#include "file.h"
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#include "plague.h"
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#include "sect.h"
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#include "ship.h"
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#include "path.h"
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#include "news.h"
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#include "treaty.h"
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#include "nat.h"
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#include "xy.h"
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#include "land.h"
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#include "nsc.h"
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#include "mission.h"
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#include "combat.h"
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#include "item.h"
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#include "optlist.h"
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#include "prototypes.h"
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#define CASUALTY_LUMP 1 /* How big casualty chunks should be */
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static void ask_olist(int combat_mode, struct combat *off,
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struct combat *def, struct emp_qelem *olist,
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char *land_answer, int *a_spyp, int *a_engineerp);
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static void take_move_in_mob(int combat_mode, struct llist *llp,
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struct combat *off, struct combat *def);
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static void move_in_land(int combat_mode, struct combat *off,
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struct emp_qelem *olist, struct combat *def);
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static void ask_move_in(struct combat *off, struct emp_qelem *olist,
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struct combat *def);
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static void ask_move_in_off(struct combat *off, struct combat *def);
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static int board_abort(struct combat *off, struct combat *def);
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static int land_board_abort(struct combat *off, struct combat *def);
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static int ask_off(int combat_mode, struct combat *off,
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struct combat *def);
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static int get_dlist(struct combat *def, struct emp_qelem *list, int a_spy,
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int *d_spyp);
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static int get_ototal(int combat_mode, struct combat *off,
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struct emp_qelem *olist, double osupport, int check);
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static int get_dtotal(struct combat *def, struct emp_qelem *list,
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double dsupport, int check);
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static int take_casualty(int combat_mode, struct combat *off,
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struct emp_qelem *olist);
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static void send_reacting_units_home(struct emp_qelem *list);
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static int take_def(int combat_mode, struct emp_qelem *list,
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struct combat *off, struct combat *def);
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static int get_land(int combat_mode, struct combat *def, int uid,
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struct llist *llp, int victim_land);
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char *att_mode[] = {
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/* must match combat types in combat.h */
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"defend", "attack", "assault", "paradrop", "board", "lboard"
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};
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/*
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* The principal object in this code is the "combat" object. A combat object
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* is either a sector or ship. There are
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* usually two instances of this, the "def" or defense combat object, and
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* the array of "off" or offense objects. The number of offense objects is
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* determined by the value of off->last (e.g. more than one attacking sector).
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* the type of the object is determined by combat->type which can take the
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* values EF_SECTOR, EF_SHIP, EF_PLANE, or EF_BAD. Another important parameter
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* which is often passed to these functions is combat_mode. This can take
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* the value A_DEFENSE, A_ATTACK, A_ASSAULT, A_PARA, A_BOARD and A_LBOARD.
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* As these six modes of being in combat affect things like mobcost and combat
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* value, there are often switches made on combat_mode. Note that in all cases
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* no mobility is taken from sectors, ships, or land units until the player
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* has committed to a fight. Instead, the cost is temporarily placed in
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* combat->mobcost, or llp->mobil as the case may be, and then when the object
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* is "put" back onto disk, then the amounts in these variables are subtracted
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* from the object's mobility. It needs to be done this way as the objects
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* are constantly being re-read from disk, and we don't want to take any mob
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* unless a fight actually occurrs.
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* -Ken Stevens
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*/
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/* initialize combat object */
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int
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att_combat_init(struct combat *com, int type)
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{
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memset(com, 0, sizeof(*com));
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com->type = type;
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return type;
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}
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/* print a combat object with optional preposition */
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static char *
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pr_com(int inon, struct combat *com, natid who)
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{
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if (com->type == EF_SECTOR) {
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return prbuf("%s%s",
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inon ? inon == 1 ? "in " : "into " : "",
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xyas(com->x, com->y, who));
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} else if (com->type == EF_SHIP) {
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return prbuf("%s%s %s(#%d)",
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inon ? inon == 1 ? "on " : "onto " : "",
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com->shp_mcp->m_name, com->shp_name,
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com->shp_uid);
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} else if (com->type == EF_LAND) {
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return prbuf("%s%s #%d",
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inon ? inon == 1 ? "on " : "onto " : "",
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com->lnd_lcp->l_name, com->lnd_uid);
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} else {
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return "your forces";
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}
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}
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static char *
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prcom(int inon, struct combat *com)
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{
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return pr_com(inon, com, player->cnum);
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}
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/*
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* This is the combat object "type" based integrity check. It basically
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* splits along three divisions: ship/sector, attacker/defender,
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* first time/not first time.
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*/
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int
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att_get_combat(struct combat *com, int isdef)
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{
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struct sctstr sect;
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struct shpstr ship;
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struct lndstr land;
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int pstage;
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natid owner;
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int mil;
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int eff;
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int mob;
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coord x, y;
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switch (com->type) {
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case EF_SECTOR:
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if (!getsect(com->x, com->y, §)) {
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pr("Bad sector: %s\n", xyas(com->x, com->y, player->cnum));
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return att_combat_init(com, EF_BAD);
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}
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com->sct_type = sect.sct_type;
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com->sct_dcp = &dchr[sect.sct_type];
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mil = sect.sct_item[I_MILIT];
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pstage = sect.sct_pstage;
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owner = sect.sct_own;
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eff = sect.sct_effic;
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mob = sect.sct_mobil;
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x = com->x;
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y = com->y;
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break;
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case EF_LAND:
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if (!getland(com->lnd_uid, &land) || !land.lnd_own) {
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if (isdef)
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pr("Land unit #%d is not in the same sector!\n",
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com->lnd_uid);
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return att_combat_init(com, EF_BAD);
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}
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if (isdef && player->owner) {
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pr("Boarding yourself? Try using the 'load' command.\n");
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return att_combat_init(com, EF_BAD);
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}
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com->lnd_lcp = &lchr[(int)land.lnd_type];
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mil = land.lnd_item[I_MILIT];
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pstage = land.lnd_pstage;
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owner = land.lnd_own;
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eff = land.lnd_effic;
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mob = land.lnd_mobil;
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x = land.lnd_x;
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y = land.lnd_y;
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break;
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case EF_SHIP:
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if (!getship(com->shp_uid, &ship) || !ship.shp_own) {
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if (isdef)
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pr("Ship #%d is not in the same sector!\n", com->shp_uid);
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else
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pr("Ship #%d is not your ship!\n", com->shp_uid);
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return att_combat_init(com, EF_BAD);
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}
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if (opt_MARKET) {
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if (isdef && player->owner &&
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ontradingblock(EF_SHIP, &ship)) {
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pr("%s is on the trading block.\n", prcom(0, com));
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return att_combat_init(com, EF_BAD);
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}
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}
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if (isdef && player->owner) {
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pr("Boarding yourself? Try using the 'tend' command.\n");
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return att_combat_init(com, EF_BAD);
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}
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com->shp_mcp = &mchr[(int)ship.shp_type];
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strncpy(com->shp_name, ship.shp_name, MAXSHPNAMLEN);
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if (!isdef && !player->owner) {
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if (com->set)
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pr("%s was just sunk!\n", prcom(0, com));
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else
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pr("Ship #%d is not your ship!\n", com->shp_uid);
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return att_combat_init(com, EF_BAD);
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}
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mil = ship.shp_item[I_MILIT];
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pstage = ship.shp_pstage;
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owner = ship.shp_own;
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eff = ship.shp_effic;
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mob = ship.shp_mobil;
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x = ship.shp_x;
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y = ship.shp_y;
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break;
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case EF_PLANE:
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return com->mil;
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case EF_BAD:
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return EF_BAD;
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default:
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return att_combat_init(com, EF_BAD);
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}
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if (!com->set) { /* first time */
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if (isdef) { /* defender */
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com->troops = mil;
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} else { /* attacker */
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if (!mil)
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pr("No mil %s\n", prcom(1, com));
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else if (mil == 1)
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pr("Only 1 mil %s\n", prcom(1, com));
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/* don't abandon attacking sectors or ships */
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com->troops = MAX(0, mil - 1);
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}
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com->plague = pstage == PLG_INFECT;
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} else { /* not first time */
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if (isdef) { /* defender */
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if (com->x != x || com->y != y) {
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pr("%s has moved!\n", prcom(0, com));
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return att_combat_init(com, EF_BAD);
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}
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if (owner != com->own) {
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if (owner) {
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pr("WARNING: The ownership of %s just changed from %s to %s!\n",
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prcom(0, com), cname(com->own), cname(owner));
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} else if (com->type == EF_SECTOR) {
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pr("WARNING: %s just abandoned sector %s!\n",
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cname(com->own),
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xyas(com->x, com->y, player->cnum));
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}
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}
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if (com->mil != mil)
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pr("WARNING: The enemy mil %s just %s from %d to %d!\n",
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prcom(1, com),
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com->mil < mil ? "increased" : "decreased", com->mil,
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mil);
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com->troops = mil;
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} else { /* attacker */
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if (owner != player->cnum && getrel(getnatp(owner), player->cnum) != ALLIED) {
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/* must be EF_SECTOR */
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if (com->mil)
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pr("WARNING: Your %d mil in %s were destroyed because %s just took the sector!\n",
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com->mil, xyas(com->x, com->y, player->cnum),
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cname(owner));
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else
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pr("You no longer own %s\n",
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xyas(com->x, com->y, player->cnum));
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return att_combat_init(com, EF_BAD);
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}
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if (com->troops && com->troops + 1 > mil) {
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if (com->own == owner && player->cnum == owner)
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/* not a takeover */
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pr("WARNING: Your mil %s has been reduced from %d to %d!\n",
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prcom(1, com), com->troops, MAX(0, mil - 1));
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com->troops = MAX(0, mil - 1);
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}
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}
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}
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com->set = 1;
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com->mil = mil;
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com->own = owner;
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com->x = x;
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com->y = y;
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com->eff = eff;
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com->mob = mob;
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return com->troops;
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}
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/*
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* In the course of the fight, the combat object may have lost mil, eff, or
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* mobility. This is the place where the data in the object gets flushed to
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* disk to make it "real".
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*/
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static void
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put_combat(struct combat *com)
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{
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struct sctstr sect;
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struct shpstr ship;
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struct lndstr land;
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int deff;
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switch (com->type) {
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case EF_SECTOR:
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getsect(com->x, com->y, §);
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sect.sct_type = com->sct_type;
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deff = sect.sct_effic - com->eff;
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if (deff > 0) {
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sect.sct_road -= (sect.sct_road * deff / 100.0);
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sect.sct_rail -= (sect.sct_rail * deff / 100.0);
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sect.sct_defense -= (sect.sct_defense * deff / 100.0);
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if (sect.sct_road <= 0)
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sect.sct_road = 0;
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if (sect.sct_rail <= 0)
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sect.sct_rail = 0;
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if (sect.sct_defense <= 0)
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sect.sct_defense = 0;
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}
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sect.sct_effic = com->eff;
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if (!opt_DEFENSE_INFRA)
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sect.sct_defense = sect.sct_effic;
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if (com->mobcost) {
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if (opt_MOB_ACCESS) {
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if ((com->mob - com->mobcost) < -127)
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sect.sct_mobil = -127;
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else
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sect.sct_mobil = (short)(com->mob - com->mobcost);
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} else {
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if ((com->mob - com->mobcost) < 0)
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sect.sct_mobil = 0;
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else
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sect.sct_mobil = (short)(com->mob - com->mobcost);
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}
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}
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makelost(EF_SECTOR, sect.sct_own, 0, sect.sct_x, sect.sct_y);
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makenotlost(EF_SECTOR, com->own, 0, sect.sct_x, sect.sct_y);
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sect.sct_own = com->own;
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if (com->plague) {
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if (sect.sct_pstage == PLG_HEALTHY)
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sect.sct_pstage = PLG_EXPOSED;
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}
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sect.sct_item[I_MILIT] = com->mil;
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putsect(§);
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com->own = sect.sct_own; /* avoid WARNING if sector reverts */
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break;
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case EF_LAND:
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getland(com->lnd_uid, &land);
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land.lnd_effic = com->eff;
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if (com->mobcost) {
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if (com->mob - com->mobcost < -127)
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land.lnd_mobil = -127;
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else
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land.lnd_mobil = (signed char)(com->mob - com->mobcost);
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}
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makelost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
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land.lnd_y);
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land.lnd_own = com->own;
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makenotlost(EF_LAND, land.lnd_own, land.lnd_uid, land.lnd_x,
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land.lnd_y);
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if (com->plague) {
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if (land.lnd_pstage == PLG_HEALTHY)
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land.lnd_pstage = PLG_EXPOSED;
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}
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if (!(com->lnd_lcp->l_flags & L_SPY))
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land.lnd_item[I_MILIT] = com->mil;
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lnd_count_units(&land);
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if (com->own == player->cnum) {
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land.lnd_mission = 0;
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land.lnd_rflags = 0;
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memset(land.lnd_rpath, 0, sizeof(land.lnd_rpath));
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}
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putland(com->lnd_uid, &land);
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break;
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case EF_SHIP:
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getship(com->shp_uid, &ship);
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ship.shp_effic = com->eff;
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if (com->mobcost) {
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if (com->mob - com->mobcost < -127)
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ship.shp_mobil = -127;
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else
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ship.shp_mobil = (signed char)(com->mob - com->mobcost);
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}
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makelost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x,
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ship.shp_y);
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ship.shp_own = com->own;
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makenotlost(EF_SHIP, ship.shp_own, ship.shp_uid, ship.shp_x,
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ship.shp_y);
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if (com->plague) {
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if (ship.shp_pstage == PLG_HEALTHY)
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ship.shp_pstage = PLG_EXPOSED;
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}
|
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ship.shp_item[I_MILIT] = com->mil;
|
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count_units(&ship);
|
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if (com->own == player->cnum) {
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ship.shp_mission = 0;
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ship.shp_rflags = 0;
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memset(ship.shp_rpath, 0, sizeof(ship.shp_rpath));
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}
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putship(com->shp_uid, &ship);
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}
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com->mobcost = 0;
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att_get_combat(com, com->own != player->cnum);
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}
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|
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/* If pre-attack, abort fight. If post-attack, don't move anything in */
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|
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static int
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abort_attack(void)
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{
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return player->aborted = 1;
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}
|
|
|
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/*
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|
* This is the combat_mode based integrity check. It splits among two main
|
|
* divisions: first time/not first time, and attack/assault/para/board.
|
|
*/
|
|
|
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int
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att_abort(int combat_mode, struct combat *off, struct combat *def)
|
|
{
|
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struct sctstr sect;
|
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int rel;
|
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char y_or_n[512];
|
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struct natstr *natp;
|
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|
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if (player->aborted)
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return 1;
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if (att_get_combat(def, 1) < 0)
|
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return abort_attack();
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|
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if (off && combat_mode != A_ATTACK) {
|
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if (att_get_combat(off, 0) < 0)
|
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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);
|
|
rel = getrel(natp, def->own);
|
|
|
|
if (rel == 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 ((rel != 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)
|
|
{
|
|
char buf[1024];
|
|
char *p;
|
|
*fortp = *shipp = *landp = *planep = 1;
|
|
|
|
if (player->argp[offset] != NULL) {
|
|
if ((player->argp[offset + 1] == NULL) ||
|
|
(player->argp[offset + 2] == NULL) ||
|
|
(player->argp[offset + 3] == NULL)) {
|
|
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;
|
|
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 = def->shp_mcp->m_item[I_MILIT];
|
|
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 = def->lnd_lcp->l_item[I_MILIT];
|
|
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;
|
|
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 char
|
|
att_prompt(char *prompt, char army)
|
|
{
|
|
char buf[1024];
|
|
char *p = buf;
|
|
|
|
if (army == ' ')
|
|
army = '~';
|
|
for (;;) {
|
|
p = getstring(prompt, buf);
|
|
if (player->aborted || (p && *p == 'q')) {
|
|
abort_attack();
|
|
return 'N';
|
|
}
|
|
if (!p || !*p)
|
|
return 'n';
|
|
if (tolower(*p) == 'y' || tolower(*p) == 'n')
|
|
return *p;
|
|
pr("y - yes this unit\n"
|
|
"n - no this unit\n"
|
|
"Y - yes to all units in army '%c'\n"
|
|
"N - no to all units in army '%c'\n"
|
|
"q - quit\n? - this help message\n\n",
|
|
army, army);
|
|
}
|
|
}
|
|
|
|
/* 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, 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;
|
|
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, &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, &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 = 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;
|
|
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, &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 = 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;
|
|
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 (llp->land.lnd_pstage == PLG_HEALTHY)
|
|
llp->land.lnd_pstage = PLG_EXPOSED;
|
|
}
|
|
}
|
|
|
|
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(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);
|
|
char *p;
|
|
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, &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 = 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(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, 0);
|
|
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(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, 1);
|
|
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 = MIN(sect.sct_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;
|
|
char osupports[512];
|
|
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;
|
|
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,
|
|
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);
|
|
}
|
|
|
|
send_reacting_units_home(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 = NULL;
|
|
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 == NULL)
|
|
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 emp_qelem *list)
|
|
{
|
|
struct emp_qelem *qp, *next;
|
|
struct llist *llp;
|
|
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;
|
|
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;
|
|
char buf[512];
|
|
char prompt[512];
|
|
char land_answer[1024];
|
|
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;
|
|
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;
|
|
int troops, n;
|
|
int lunchbox = 0;
|
|
|
|
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) {
|
|
if (CANT_HAPPEN(off[n].type != EF_SHIP))
|
|
continue;
|
|
getship(off[n].shp_uid, &ship);
|
|
lunchbox += (int)((troops + 1) * ship.shp_item[I_FOOD]
|
|
/ (ship.shp_item[I_MILIT] + troops
|
|
+ ship.shp_item[I_CIVIL] + 0.5));
|
|
|
|
ship.shp_item[I_FOOD] -= lunchbox;
|
|
putship(ship.shp_uid, &ship);
|
|
}
|
|
}
|
|
|
|
put_combat(def);
|
|
|
|
if (combat_mode == A_ASSAULT) {
|
|
if (CANT_HAPPEN(def->type != EF_SECTOR))
|
|
return;
|
|
getsect(def->x, def->y, §);
|
|
if (lunchbox > ITEM_MAX - sect.sct_item[I_FOOD])
|
|
lunchbox = ITEM_MAX - sect.sct_item[I_FOOD];
|
|
sect.sct_item[I_FOOD] += lunchbox;
|
|
putsect(§);
|
|
}
|
|
}
|
|
|
|
|
|
/* 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;
|
|
char prompt[512];
|
|
char buf[1024];
|
|
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, I_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)
|
|
{
|
|
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;
|
|
}
|
|
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)
|
|
{
|
|
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;
|
|
}
|