empserver/src/lib/subs/mission.c
Markus Armbruster 3b8ff8a92d Use mission 0 instead of 'r' for air defense
reco() uses 'r' for reconnaissance.  sam_intercept() and
ac_intercept() use 0 for intercept.  Switch air_defense() to use 0 as
well.  No functional change, because 'r' and 0 behave the same, just
cleanup.
2008-03-26 22:10:28 +01:00

1433 lines
34 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* mission.c: Mission subroutines for planes/ships/units
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1996-2000
*/
#include <config.h>
#include <stdlib.h>
#include "empobj.h"
#include "file.h"
#include "item.h"
#include "misc.h"
#include "mission.h"
#include "nsc.h"
#include "optlist.h"
#include "path.h"
#include "player.h"
#include "prototypes.h"
#include "queue.h"
#include "xy.h"
struct genlist {
struct emp_qelem queue; /* list of units */
void *cp; /* pointer to desc of thing */
struct empobj *thing; /* thing's struct */
};
struct airport {
struct emp_qelem queue;
coord x, y;
natid own;
};
static void add_airport(struct emp_qelem *, coord, coord);
static int air_damage(struct emp_qelem *, coord, coord, int, natid,
char *, int);
static void build_mission_list(struct genlist *, coord, coord, int, natid);
static void build_mission_list_type(struct genlist *, coord, coord, int,
int, natid);
static void divide(struct emp_qelem *, struct emp_qelem *, coord, coord);
static int dosupport(struct genlist *, coord, coord, natid, natid);
static int find_airport(struct emp_qelem *, coord, coord);
static int mission_pln_arm(struct emp_qelem *, coord, coord, int,
int, struct ichrstr *, int, int);
static void mission_pln_sel(struct emp_qelem *, int, int, int);
static int perform_mission(coord, coord, natid, struct emp_qelem *, int,
char *, int);
/*
* Interdict commodities & transported planes
*/
int
ground_interdict(coord x, coord y, natid victim, char *s)
{
int cn;
int dam = 0, newdam, rel;
struct genlist mi[MAXNOC];
int z;
memset(mi, 0, sizeof(mi));
for (z = 1; z < MAXNOC; z++)
emp_initque((struct emp_qelem *)&mi[z]);
build_mission_list(mi, x, y, MI_INTERDICT, victim);
for (cn = 1; cn < MAXNOC; cn++) {
rel = getrel(getnatp(cn), victim);
if (rel > HOSTILE)
continue;
if (QEMPTY(&mi[cn].queue))
continue;
newdam = perform_mission(x, y, victim, &mi[cn].queue,
MI_INTERDICT, s, SECT_HARDTARGET);
dam += newdam;
if (newdam)
mpr(victim, "%s interdiction mission does %d damage!\n",
cname(cn), newdam);
}
if (dam) {
collateral_damage(x, y, dam);
}
return dam;
}
int
collateral_damage(coord x, coord y, int dam)
{
int coll;
struct sctstr sect;
if (!dam)
return 0;
getsect(x, y, &sect);
if (sect.sct_own) {
coll = ldround((double)dam * collateral_dam, 1);
if (coll == 0)
return 0;
mpr(sect.sct_own, "%s takes %d%% collateral damage\n",
xyas(x, y, sect.sct_own), coll);
sectdamage(&sect, coll);
putsect(&sect);
return coll;
}
return 0;
}
static int
only_subs(struct emp_qelem *list)
{
struct emp_qelem *qp;
struct genlist *glp;
struct mchrstr *mcp;
for (qp = list->q_forw; qp != list; qp = qp->q_forw) {
glp = (struct genlist *)qp;
if (glp->thing->ef_type != EF_SHIP)
return 0;
mcp = glp->cp;
if (!(mcp->m_flags & M_SUB))
return 0;
/* It's a sub! */
}
/* They were all subs! */
return 1;
}
/*
* Interdict ships & land units
*/
int
unit_interdict(coord x, coord y, natid victim, char *s, int hardtarget,
int mission)
{
int cn;
int dam = 0, newdam;
struct genlist mi[MAXNOC];
int z;
int osubs;
memset(mi, 0, sizeof(mi));
for (z = 1; z < MAXNOC; z++)
emp_initque((struct emp_qelem *)&mi[z]);
build_mission_list(mi, x, y, mission, victim);
for (cn = 1; cn < MAXNOC; cn++) {
if (cn == victim)
continue;
if (mission == MI_SINTERDICT) {
if (getrel(getnatp(cn), victim) >= FRIENDLY)
continue;
} else if (getrel(getnatp(cn), victim) > HOSTILE)
continue;
if (QEMPTY(&mi[cn].queue))
continue;
osubs = only_subs(&mi[cn].queue);
newdam = perform_mission(x, y, victim, &mi[cn].queue,
mission, s, hardtarget);
dam += newdam;
if (newdam) {
/* If only subs responded, then we don't know who's
subs they are */
mpr(victim, "%s interdiction mission does %d damage!\n",
osubs ? "Enemy" : cname(cn), newdam);
}
}
if (dam) {
collateral_damage(x, y, dam);
}
return dam;
}
/*
* Perform a mission against victim, on behalf of actee
*/
int
off_support(coord x, coord y, natid victim, natid actee)
{
int dam = 0;
struct genlist mi[MAXNOC];
int z;
memset(mi, 0, sizeof(mi));
for (z = 1; z < MAXNOC; z++)
emp_initque((struct emp_qelem *)&mi[z]);
build_mission_list(mi, x, y, MI_SUPPORT, victim);
build_mission_list(mi, x, y, MI_OSUPPORT, victim);
dam = dosupport(mi, x, y, victim, actee);
return dam;
}
/*
* Perform a mission against victim, on behalf of actee
*/
int
def_support(coord x, coord y, natid victim, natid actee)
{
int dam = 0;
struct genlist mi[MAXNOC];
int z;
memset(mi, 0, sizeof(mi));
for (z = 1; z < MAXNOC; z++)
emp_initque((struct emp_qelem *)&mi[z]);
build_mission_list(mi, x, y, MI_SUPPORT, victim);
build_mission_list(mi, x, y, MI_DSUPPORT, victim);
dam = dosupport(mi, x, y, victim, actee);
return dam;
}
static int
dosupport(struct genlist *mi, coord x, coord y, natid victim, natid actee)
{
int cn;
int rel;
int dam = 0;
for (cn = 1; cn < MAXNOC; cn++) {
rel = getrel(getnatp(cn), actee);
if ((cn != actee) && (rel != ALLIED))
continue;
rel = getrel(getnatp(cn), victim);
if ((cn != actee) && (rel != AT_WAR))
continue;
if (QEMPTY(&mi[cn].queue))
continue;
dam += perform_mission(x, y, victim, &mi[cn].queue, MI_SUPPORT,
"", SECT_HARDTARGET);
}
return dam;
}
static void
build_mission_list(struct genlist *mi, coord x, coord y, int mission,
natid victim)
{
build_mission_list_type(mi, x, y, mission, EF_LAND, victim);
build_mission_list_type(mi, x, y, mission, EF_SHIP, victim);
build_mission_list_type(mi, x, y, mission, EF_PLANE, victim);
}
static void
build_mission_list_type(struct genlist *mi, coord x, coord y, int mission,
int type, natid victim)
{
struct nstr_item ni;
struct genlist *glp;
struct empobj *gp;
union empobj_storage item;
int dist;
int radius;
int relat;
struct sctstr sect;
snxtitem_all(&ni, type);
while (nxtitem(&ni, &item)) {
gp = (struct empobj *)&item;
if (gp->own == 0)
continue;
if (gp->mobil < 1)
continue;
if ((gp->mission != mission) && (mission != MI_SINTERDICT))
continue;
if ((gp->mission != mission) && (mission == MI_SINTERDICT) &&
(gp->mission != MI_INTERDICT))
continue;
relat = getrel(getnatp(gp->own), victim);
if (mission == MI_SINTERDICT) {
if (relat >= FRIENDLY)
continue;
else if (type != EF_PLANE && relat > HOSTILE)
continue;
} else if (relat > HOSTILE)
continue;
dist = mapdist(x, y, gp->opx, gp->opy);
radius = gp->radius;
if (mission != MI_RESERVE) /* XXX */
oprange(gp, &radius);
if (dist > radius)
continue;
/* Ok, it is within the operations range. */
/* Now check from where the object actually is */
dist = mapdist(x, y, gp->x, gp->y);
radius = 999;
oprange(gp, &radius);
if (dist > radius)
continue;
/* Ok, the object can get to where the x,y is */
if (opt_SLOW_WAR) {
if (mission != MI_AIR_DEFENSE) {
getsect(x, y, &sect);
if (getrel(getnatp(gp->own), sect.sct_own) > AT_WAR) {
/*
* If the player->owner of the unit isn't at war
* with the victim, and doesn't own the
* sect being acted upon, and isn't the
* old player->owner of that sect, bounce them.
*/
if (sect.sct_type != SCT_WATER &&
sect.sct_own != gp->own &&
sect.sct_oldown != gp->own)
continue;
}
}
}
glp = malloc(sizeof(struct genlist));
memset(glp, 0, sizeof(struct genlist));
glp->cp = get_empobj_chr(gp);
glp->thing = malloc(sizeof(item));
memcpy(glp->thing, &item, sizeof(item));
emp_insque(&glp->queue, &mi[gp->own].queue);
}
}
static void
find_escorts(coord x, coord y, natid cn, struct emp_qelem *escorts)
{
struct nstr_item ni;
struct plist *plp;
struct plnstr plane;
int dist;
snxtitem_all(&ni, EF_PLANE);
while (nxtitem(&ni, &plane)) {
if (plane.pln_own != cn)
continue;
if (plane.pln_mission != MI_ESCORT)
continue;
dist = mapdist(x, y, plane.pln_x, plane.pln_y);
if (dist > plane.pln_range / 2)
continue;
plp = malloc(sizeof(struct plist));
memset(plp, 0, sizeof(struct plist));
plp->pcp = &plchr[(int)plane.pln_type];
plp->plane = plane;
emp_insque(&plp->queue, escorts);
}
}
static int
perform_mission(coord x, coord y, natid victim, struct emp_qelem *list,
int mission, char *s, int hardtarget)
{
struct emp_qelem *qp, missiles, bombers, escorts, airp, b, e;
struct emp_qelem *newqp;
struct genlist *glp;
struct plist *plp;
struct empobj *gp;
struct lndstr *lp;
struct shpstr *sp;
struct sctstr sect;
struct mchrstr *mcp;
struct plchrstr *pcp;
int dam = 0, dam2, mission_flags;
natid plane_owner = 0;
int md, range, air_dam = 0;
double prb, hitchance, vrange;
getsect(x, y, &sect);
emp_initque(&missiles);
emp_initque(&bombers);
emp_initque(&escorts);
emp_initque(&airp);
for (qp = list->q_forw; qp != list; qp = qp->q_forw) {
glp = (struct genlist *)qp;
gp = glp->thing;
md = mapdist(x, y, gp->x, gp->y);
if (glp->thing->ef_type == EF_LAND) {
lp = (struct lndstr *)glp->thing;
if (mission == MI_SINTERDICT)
continue;
if ((mission == MI_INTERDICT) &&
(md > land_max_interdiction_range))
continue;
range = roundrange(lnd_fire_range(lp));
if (md > range)
continue;
dam2 = lnd_fire(lp);
putland(lp->lnd_uid, lp);
if (dam2 < 0)
continue;
if (sect.sct_type == SCT_WATER) {
if (chance(lnd_acc(lp) / 100.0))
dam2 = ldround(dam2 / 2.0, 1);
}
dam += dam2;
if (sect.sct_type == SCT_WATER)
nreport(lp->lnd_own, N_SHP_SHELL, victim, 1);
else
nreport(lp->lnd_own, N_SCT_SHELL, victim, 1);
wu(0, lp->lnd_own,
"%s fires at %s %s at %s\n",
prland(lp), cname(victim), s, xyas(x, y, lp->lnd_own));
mpr(victim, "%s %s fires at you at %s\n",
cname(lp->lnd_own), prland(lp), xyas(x, y, victim));
} else if (glp->thing->ef_type == EF_SHIP) {
sp = (struct shpstr *)glp->thing;
mcp = glp->cp;
if (((mission == MI_INTERDICT) ||
(mission == MI_SINTERDICT)) &&
(md > ship_max_interdiction_range))
continue;
/*
if ((mcp->m_flags & M_SUB) &&
(sect.sct_type != SCT_WATER))
continue;
*/
if (mission == MI_SINTERDICT) {
if (!(mcp->m_flags & M_SONAR))
continue;
if (!(mcp->m_flags & M_DCH) && !(mcp->m_flags & M_SUBT))
continue;
vrange = techfact(sp->shp_tech, mcp->m_vrnge);
vrange *= sp->shp_effic / 200.0;
if (md > vrange)
continue;
/* can't look all the time */
if (chance(0.5))
continue;
}
if (mcp->m_flags & M_SUB) {
/* If we aren't shooting at "subs" or "ships" don't fire at all from
a sub. */
if (*s != 's')
continue;
range = roundrange(torprange(sp));
if (md > range)
continue;
if (!line_of_sight(NULL, x, y, gp->x, gp->y))
continue;
dam2 = shp_torp(sp, 1);
putship(sp->shp_uid, sp);
if (dam2 < 0)
continue;
hitchance = shp_torp_hitchance(sp, md);
wu(0, sp->shp_own,
"%s locking on %s %s in %s\n",
prship(sp), cname(victim), s, xyas(x, y, sp->shp_own));
wu(0, sp->shp_own,
"\tEffective torpedo range is %d.0\n", range);
wu(0, sp->shp_own,
"\tWhooosh... Hitchance = %d%%\n",
(int)(hitchance * 100));
if (!chance(hitchance)) {
wu(0, sp->shp_own, "\tMissed\n");
mpr(victim,
"Incoming torpedo sighted @ %s missed (whew)!\n",
xyas(x, y, victim));
continue;
}
wu(0, sp->shp_own, "\tBOOM!...\n");
dam += dam2;
nreport(victim, N_TORP_SHIP, 0, 1);
wu(0, sp->shp_own,
"\tTorpedo hit %s %s for %d damage\n",
cname(victim), s, dam2);
mpr(victim,
"Incoming torpedo sighted @ %s hits and does %d damage!\n",
xyas(x, y, victim), dam2);
} else {
range = roundrange(shp_fire_range(sp));
if (md > range)
continue;
if (mission == MI_SINTERDICT)
dam2 = shp_dchrg(sp);
else
dam2 = shp_fire(sp);
putship(sp->shp_uid, sp);
if (dam2 < 0)
continue;
if (range == 0.0)
prb = 1.0;
else
prb = (double)md / range;
prb *= prb;
if (chance(prb))
dam2 /= 2;
dam += dam2;
if (sect.sct_type == SCT_WATER)
nreport(sp->shp_own, N_SHP_SHELL, victim, 1);
else
nreport(sp->shp_own, N_SCT_SHELL, victim, 1);
wu(0, sp->shp_own,
"%s fires at %s %s at %s\n",
prship(sp), cname(victim), s, xyas(x, y, sp->shp_own));
mpr(victim, "%s %s fires at you at %s\n",
cname(sp->shp_own), prship(sp), xyas(x, y, victim));
}
} else if (glp->thing->ef_type == EF_PLANE) {
pcp = glp->cp;
if (pcp->pl_flags & P_M)
/* units have their own missile interdiction */
if (hardtarget != SECT_HARDTARGET || pcp->pl_flags & P_MAR)
continue;
/* save planes for later */
plp = malloc(sizeof(struct plist));
memset(plp, 0, sizeof(struct plist));
plp->pcp = pcp;
memcpy(&plp->plane, glp->thing, sizeof(struct plnstr));
if (plp->pcp->pl_flags & P_M)
emp_insque(&plp->queue, &missiles);
else
emp_insque(&plp->queue, &bombers);
plane_owner = plp->plane.pln_own;
} else {
CANT_REACH();
break;
}
}
if (!QEMPTY(&missiles)) {
/* I arbitrarily chose 100 mindam -KHS */
dam +=
msl_launch_mindam(&missiles, x, y, hardtarget, EF_SECTOR, 100,
"sector", victim, mission);
qp = missiles.q_forw;
while (qp != (&missiles)) {
newqp = qp->q_forw;
emp_remque(qp);
free(qp);
qp = newqp;
}
}
if (QEMPTY(&bombers)) {
qp = list->q_forw;
while (qp != list) {
glp = (struct genlist *)qp;
qp = qp->q_forw;
free(glp->thing);
free(glp);
}
return dam;
}
/*
* If there are planes performing an
* interdict or support mission, find
* some escorts for them, if possible.
* Up to 2 per bomber, if possible.
*/
find_escorts(x, y, plane_owner, &escorts);
if (mission == MI_SINTERDICT)
mission_pln_sel(&bombers, P_T | P_A, 0, hardtarget);
else
mission_pln_sel(&bombers, P_T, P_A, SECT_HARDTARGET);
mission_pln_sel(&escorts, P_ESC | P_F, 0, SECT_HARDTARGET);
for (qp = bombers.q_forw; qp != (&bombers); qp = qp->q_forw) {
plp = (struct plist *)qp;
if (!find_airport(&airp, plp->plane.pln_x, plp->plane.pln_y))
add_airport(&airp, plp->plane.pln_x, plp->plane.pln_y);
}
for (qp = airp.q_forw; qp != (&airp); qp = qp->q_forw) {
struct airport *air;
char buf[512];
char *pp;
air = (struct airport *)qp;
md = mapdist(x, y, air->x, air->y);
emp_initque(&b);
emp_initque(&e);
/* Split off the bombers at this base into b */
divide(&bombers, &b, air->x, air->y);
/* Split off the escorts at this base into e */
divide(&escorts, &e, air->x, air->y);
mission_flags = 0;
mission_flags |= P_X; /* stealth (shhh) */
mission_flags |= P_H; /* gets turned off if not all choppers */
mission_flags = mission_pln_arm(&b, air->x, air->y, 2 * md, 'p', 0,
0, mission_flags);
if (QEMPTY(&b))
continue;
mission_flags = mission_pln_arm(&e, air->x, air->y, 2 * md, 'p', 0,
P_F | P_ESC, mission_flags);
pp = BestAirPath(buf, air->x, air->y, x, y);
if (CANT_HAPPEN(!pp))
continue;
wu(0, plane_owner, "Flying %s mission from %s\n",
mission_name(mission), xyas(air->x, air->y, plane_owner));
if (air->own && (air->own != plane_owner)) {
wu(0, air->own, "%s is flying %s mission from %s\n",
cname(plane_owner), mission_name(mission),
xyas(air->x, air->y, air->own));
}
ac_encounter(&b, &e, air->x, air->y, pp, mission_flags, 0);
if (!QEMPTY(&b))
air_dam +=
air_damage(&b, x, y, mission, victim, s, hardtarget);
pln_put(&b);
pln_put(&e);
}
if (air_dam > 0) {
dam += air_dam;
if (sect.sct_type == SCT_WATER)
nreport(plane_owner, N_SHP_BOMB, victim, 1);
else
nreport(plane_owner, N_SCT_BOMB, victim, 1);
}
/* free up all this memory */
qp = list->q_forw;
while (qp != list) {
glp = (struct genlist *)qp;
qp = qp->q_forw;
free(glp->thing);
free(glp);
}
qp = escorts.q_forw;
while (qp != (&escorts)) {
newqp = qp->q_forw;
emp_remque(qp);
free(qp);
qp = newqp;
}
qp = bombers.q_forw;
while (qp != (&bombers)) {
newqp = qp->q_forw;
emp_remque(qp);
free(qp);
qp = newqp;
}
return dam;
}
int
cando(int mission, int type)
{
switch (mission) {
case MI_ESCORT:
if (type == EF_PLANE)
return 1;
return 0;
case MI_AIR_DEFENSE:
if (type == EF_PLANE)
return 1;
return 0;
case MI_SINTERDICT:
if ((type == EF_PLANE) || (type == EF_SHIP))
return 1;
return 0;
case MI_INTERDICT:
return 1;
case MI_SUPPORT:
case MI_OSUPPORT:
case MI_DSUPPORT:
if (type == EF_PLANE)
return 1;
return 0;
case MI_RESERVE:
if (type == EF_LAND)
return 1;
return 0;
}
return 0;
}
char *
mission_name(short mission)
{
switch (mission) {
case MI_INTERDICT:
return "an interdiction";
case MI_SUPPORT:
return "a support";
case MI_OSUPPORT:
return "a offensive support";
case MI_DSUPPORT:
return "a defensive support";
case MI_RESERVE:
return "a reserve";
case MI_ESCORT:
return "an escort";
case MI_SINTERDICT:
return "a sub interdiction";
case MI_AIR_DEFENSE:
return "an air defense";
}
return "a mysterious";
}
void
show_mission(int type, struct nstr_item *np)
{
int first = 1, radius;
union empobj_storage item;
struct empobj *gp;
while (nxtitem(np, &item)) {
gp = (struct empobj *)&item;
if (!player->owner || gp->own == 0)
continue;
if (first) {
pr("Thing x,y op-sect rad mission\n");
first = 0;
}
pr("%-25s", obj_nameof(gp));
prxy(" %3d,%-3d", gp->x, gp->y, player->cnum);
if (gp->mission == MI_INTERDICT || gp->mission == MI_SUPPORT ||
gp->mission == MI_OSUPPORT ||
gp->mission == MI_DSUPPORT || gp->mission == MI_AIR_DEFENSE) {
radius = 999;
oprange(gp, &radius);
prxy(" %3d,%-3d", gp->opx, gp->opy, player->cnum);
if (radius < gp->radius)
pr(" %4d", radius);
else
pr(" %4d", gp->radius);
} else if (gp->mission == MI_RESERVE) {
struct sctstr sect;
int plus = 2;
getsect(gp->x, gp->y, &sect);
if ((sect.sct_type == SCT_HEADQ) && (sect.sct_effic >= 60))
plus++;
if (item.land.lnd_rad_max == 0)
plus = 0;
else
plus += item.land.lnd_rad_max;
prxy(" %3d,%-3d", gp->x, gp->y, player->cnum);
pr(" %4d", plus);
} else if (gp->mission == MI_ESCORT) {
pr(" ");
pr(" %4d", item.plane.pln_range / 2);
} else
pr(" ");
if (gp->mission)
pr(" is on %s mission\n", mission_name(gp->mission));
else
pr(" has no mission.\n");
}
}
int
oprange(struct empobj *gp, int *radius)
{
int range;
switch (gp->ef_type) {
case EF_SHIP:
range = ldround(shp_fire_range((struct shpstr *)gp), 1);
break;
case EF_LAND:
range = ldround(lnd_fire_range((struct lndstr *)gp), 1);
break;
case EF_PLANE:
/* missiles go one way, so we can use all the range */
if (plchr[(int)gp->type].pl_flags & P_M)
range = ((struct plnstr *)gp)->pln_range;
else
range = ((struct plnstr *)gp)->pln_range / 2;
break;
default:
CANT_REACH();
range = -1;
}
if (*radius > range)
*radius = range;
return range;
}
/*
* Remove all planes who cannot go on
* the mission from the plane list.
*/
static void
mission_pln_sel(struct emp_qelem *list, int wantflags, int nowantflags,
int hardtarget)
{
struct emp_qelem *qp, *next;
struct plnstr *pp;
struct plchrstr *pcp;
struct plist *plp;
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
plp = (struct plist *)qp;
pp = &plp->plane;
pcp = plp->pcp;
if (pp->pln_effic < 40) {
emp_remque(qp);
free(qp);
continue;
}
if (pp->pln_mobil < 1) {
emp_remque(qp);
free(qp);
continue;
}
if (opt_MARKET) {
if (ontradingblock(EF_PLANE, pp)) {
emp_remque(qp);
free(qp);
continue;
}
}
if (!pln_capable(pp, wantflags, nowantflags)) {
emp_remque(qp);
free(qp);
continue;
}
if (!pln_airbase_ok(pp, 0, 0)) {
emp_remque(qp);
free(qp);
continue;
}
if (pcp->pl_flags & P_A) {
if (roll(100) > pln_identchance(pp, hardtarget, EF_SHIP)) {
emp_remque(qp);
free(qp);
continue;
}
}
putplane(pp->pln_uid, pp);
}
}
/*
* Arm only the planes at x,y
*/
static int
mission_pln_arm(struct emp_qelem *list, coord x, coord y, int dist,
int mission, struct ichrstr *ip, int flags,
int mission_flags)
{
struct emp_qelem *qp;
struct emp_qelem *next;
struct plist *plp;
struct plnstr *pp;
for (qp = list->q_forw; qp != list; qp = next) {
next = qp->q_forw;
plp = (struct plist *)qp;
pp = &plp->plane;
if (pp->pln_x != x)
continue;
if (pp->pln_y != y)
continue;
if (CANT_HAPPEN(pp->pln_flags & PLN_LAUNCHED)
|| mission_pln_equip(plp, ip, flags, mission) < 0) {
emp_remque(qp);
free(qp);
continue;
}
if (flags & (P_S | P_I)) {
if (plp->pcp->pl_flags & P_S)
mission_flags |= P_S;
if (plp->pcp->pl_flags & P_I)
mission_flags |= P_I;
}
if (!(plp->pcp->pl_flags & P_H))
/* no stealth on this mission */
mission_flags &= ~P_H;
if (!(plp->pcp->pl_flags & P_X))
/* no stealth on this mission */
mission_flags &= ~P_X;
if (!(plp->pcp->pl_flags & P_A)) {
/* no asw on this mission */
mission_flags &= ~P_A;
}
if (!(plp->pcp->pl_flags & P_MINE)) {
/* no asw on this mission */
mission_flags &= ~P_MINE;
}
CANT_HAPPEN(pp->pln_flags & PLN_LAUNCHED);
pp->pln_flags |= PLN_LAUNCHED;
pp->pln_mobil -= pln_mobcost(dist, pp, flags);
}
return mission_flags;
}
int
mission_pln_equip(struct plist *plp, struct ichrstr *ip, int flags,
char mission)
{
struct plchrstr *pcp;
struct plnstr *pp;
int load, needed;
struct lndstr land;
struct shpstr ship;
struct sctstr sect;
i_type itype;
short *item;
pp = &plp->plane;
pcp = plp->pcp;
if (pp->pln_ship >= 0) {
getship(pp->pln_ship, &ship);
item = ship.shp_item;
} else if (pp->pln_land >= 0) {
getland(pp->pln_land, &land);
item = land.lnd_item;
} else {
getsect(pp->pln_x, pp->pln_y, &sect);
item = sect.sct_item;
}
if (pcp->pl_fuel > item[I_PETROL]) {
return -1;
}
item[I_PETROL] -= pcp->pl_fuel;
if (!(flags & P_F)) {
load = pln_load(pp);
itype = I_NONE;
needed = 0;
switch (mission) {
case 's':
case 'p':
if (pp->pln_nuketype == -1) {
itype = I_SHELL;
needed = load;
}
break;
case 't':
case 'd':
if ((pcp->pl_flags & P_C) == 0 || ip == 0)
break;
itype = ip->i_uid;
needed = (load * 2) / ip->i_lbs;
break;
case 'a':
if ((pcp->pl_flags & (P_V | P_C)) == 0)
break;
itype = I_MILIT;
needed = load / ip->i_lbs;
break;
case 'i': /* missile interception */
if (load) {
itype = I_SHELL;
needed = load;
}
break;
default:
break;
}
if (itype != I_NONE && needed <= 0)
return -1;
if (itype != I_NONE) {
if (itype == I_SHELL && item[itype] < needed)
item[itype] += supply_commod(plp->plane.pln_own,
plp->plane.pln_x,
plp->plane.pln_y,
I_SHELL, needed);
if (item[itype] < needed)
return -1;
item[itype] -= needed;
}
if (itype == I_SHELL && (mission == 's' || mission == 'p'))
plp->bombs = needed;
else
plp->misc = needed;
}
if (pp->pln_ship >= 0)
putship(ship.shp_uid, &ship);
else if (pp->pln_land >= 0)
putland(land.lnd_uid, &land);
else
putsect(&sect);
return 0;
}
/*
* Return 1 if this x,y pair is in the list
*/
static int
find_airport(struct emp_qelem *airp, coord x, coord y)
{
struct emp_qelem *qp;
struct airport *a;
for (qp = airp->q_forw; qp != airp; qp = qp->q_forw) {
a = (struct airport *)qp;
if ((a->x == x) && (a->y == y))
return 1;
}
return 0;
}
/* #*# This needs to be changed to include acc's -KHS */
static void
add_airport(struct emp_qelem *airp, coord x, coord y)
{
struct airport *a;
struct sctstr sect;
a = malloc(sizeof(struct airport));
a->x = x;
a->y = y;
getsect(x, y, &sect);
a->own = sect.sct_own;
emp_insque((struct emp_qelem *)a, airp);
}
/*
* Take all the planes in list 1 that
* are at x,y, and put them into list 2.
*/
static void
divide(struct emp_qelem *l1, struct emp_qelem *l2, coord x, coord y)
{
struct emp_qelem *qp, *next;
struct plist *plp;
for (qp = l1->q_forw; qp != l1; qp = next) {
next = qp->q_forw;
plp = (struct plist *)qp;
if (plp->plane.pln_x != x)
continue;
if (plp->plane.pln_y != y)
continue;
emp_remque(qp);
emp_insque(qp, l2);
}
}
static int
air_damage(struct emp_qelem *bombers, coord x, coord y, int mission,
natid victim, char *s, int hardtarget)
{
struct emp_qelem *qp;
struct plist *plp;
struct plnstr *pp;
int newdam, dam = 0;
int hitchance;
int nukedam;
for (qp = bombers->q_forw; qp != bombers; qp = qp->q_forw) {
plp = (struct plist *)qp;
pp = &plp->plane;
if ((mission == MI_SINTERDICT) && !(plp->pcp->pl_flags & P_A))
continue;
if (!plp->bombs)
continue;
newdam = 0;
if (plp->pcp->pl_flags & P_A) {
if (roll(100) > pln_identchance(pp, hardtarget, EF_SHIP)) {
wu(0, pp->pln_own,
"\t%s detects sub movement in %s\n",
prplane(pp), xyas(x, y, pp->pln_own));
continue;
}
if (getrel(getnatp(pp->pln_own), victim) > HOSTILE) {
wu(0, pp->pln_own,
"\t%s tracks %s %s at %s\n",
prplane(pp), cname(victim), s, xyas(x, y, pp->pln_own));
continue;
}
wu(0, pp->pln_own,
"\t%s depth-charging %s %s in %s\n",
prplane(pp), cname(victim), s, xyas(x, y, pp->pln_own));
} else {
wu(0, pp->pln_own,
"\t%s pinbombing %s %s in %s\n",
prplane(pp), cname(victim), s, xyas(x, y, pp->pln_own));
}
hitchance = pln_hitchance(pp, hardtarget, EF_SHIP);
if (plp->plane.pln_nuketype != -1)
hitchance = 100;
else if (hardtarget != SECT_HARDTARGET)
wu(0, pp->pln_own, "\t\t%d%% hitchance...", hitchance);
/* Always calculate damage */
if (roll(100) <= hitchance) {
newdam = pln_damage(&plp->plane, x, y, 'p', &nukedam, 1);
if (nukedam) {
if (mission == MI_INTERDICT) {
wu(0, pp->pln_own,
"\t\tnuclear warhead on plane %s does %d damage to %s %s\n",
prplane(pp), nukedam, cname(victim), s);
dam += nukedam;
}
} else {
wu(0, pp->pln_own,
"\t\thit %s %s for %d damage\n",
cname(victim), s, newdam);
dam += newdam;
}
} else {
newdam = pln_damage(&plp->plane, x, y, 'p', &nukedam, 0);
wu(0, pp->pln_own, "missed\n");
if (mission == MI_SINTERDICT) {
mpr(victim,
"RUMBLE... your sub in %s hears a depth-charge explode nearby\n",
xyas(x, y, victim));
} else if (*s == 's') {
mpr(victim, "SPLASH! Bombs miss your %s in %s\n",
s, xyas(x, y, victim));
} else {
mpr(victim, "SPLAT! Bombs miss your %s in %s\n",
s, xyas(x, y, victim));
}
/* Now, even though we missed, the bombs
land somewhere. */
collateral_damage(x, y, newdam);
}
/* use up missiles */
if (plp->pcp->pl_flags & P_M)
pp->pln_effic = 0;
}
return dam;
}
/*
* Check to see if anyone hostile to the victim
* is running an air defense mission on this
* sector. If so, do air combat
*/
int
air_defense(coord x, coord y, natid victim, struct emp_qelem *bomb_list,
struct emp_qelem *esc_list)
{
int dam = 0, cn;
int mission_flags, combat = 0, rel, dist, z;
struct emp_qelem *qp, interceptors, airp, i, empty, *next;
struct plist *plp;
struct genlist *glp;
struct empobj *gp;
struct genlist mi[MAXNOC];
char buf[512];
char *path;
int count;
int tcount;
count = 0;
for (qp = bomb_list->q_forw; qp != bomb_list; qp = qp->q_forw)
count++;
for (qp = esc_list->q_forw; qp != esc_list; qp = qp->q_forw)
count++;
memset(mi, 0, sizeof(mi));
for (z = 1; z < MAXNOC; z++)
emp_initque((struct emp_qelem *)&mi[z]);
build_mission_list_type(mi, x, y, MI_AIR_DEFENSE, EF_PLANE, victim);
for (cn = 1; cn < MAXNOC; cn++) {
/* Check our relations */
rel = getrel(getnatp(cn), victim);
if (rel > HOSTILE)
continue;
if (QEMPTY(&mi[cn].queue))
continue;
/* Ok, make a list of all the interceptors. Note that this *copies* the
* list from the mission creation. This list must be deleted later. */
emp_initque(&interceptors);
for (qp = mi[cn].queue.q_forw; qp != (&mi[cn].queue); qp = next) {
next = qp->q_forw;
glp = (struct genlist *)qp;
gp = glp->thing;
if (CANT_HAPPEN(gp->ef_type != EF_PLANE))
break;
dist = mapdist(x, y, gp->x, gp->y);
plp = malloc(sizeof(struct plist));
memset(plp, 0, sizeof(struct plist));
plp->pcp = glp->cp;
memcpy(&plp->plane, glp->thing, sizeof(struct plnstr));
/* missiles go one way, so we can use all the range */
if (!(plp->pcp->pl_flags & P_M))
dist *= 2;
/* If it's out of range, free it and continue on */
if (dist > plp->plane.pln_range) {
free(plp);
continue;
}
emp_insque(&plp->queue, &interceptors);
}
/* Remove those who cannot go */
mission_pln_sel(&interceptors, P_F, 0, SECT_HARDTARGET);
if (QEMPTY(&interceptors))
continue;
/* Now, delete all the extras, but delete the first ones, not the last ones, so
* that the higher numbered planes go into battle (they should be the better ones
* at fighting, if all went well.) */
tcount = 0;
for (qp = interceptors.q_forw; qp != (&interceptors);
qp = qp->q_forw)
tcount++;
tcount -= count * 2;
/* Just in case there are more incoming than we have */
if (tcount < 0)
tcount = 0;
for (qp = interceptors.q_forw; qp != (&interceptors); qp = next) {
next = qp->q_forw;
if (tcount) {
tcount--;
/* Free it up and continue */
emp_remque(qp);
glp = (struct genlist *)qp;
free(glp);
}
}
/* Now, make a list of all the airports these planes are coming from */
emp_initque(&airp);
for (qp = interceptors.q_forw; qp != (&interceptors);
qp = qp->q_forw) {
plp = (struct plist *)qp;
if (!find_airport(&airp, plp->plane.pln_x, plp->plane.pln_y))
add_airport(&airp, plp->plane.pln_x, plp->plane.pln_y);
}
/* Now, fly them out one airport at a time */
for (qp = airp.q_forw; qp != (&airp); qp = qp->q_forw) {
struct airport *air;
air = (struct airport *)qp;
dist = mapdist(x, y, air->x, air->y);
emp_initque(&i);
/* Split off the interceptors at this base into i */
divide(&interceptors, &i, air->x, air->y);
mission_flags = 0;
mission_flags |= P_X; /* stealth (shhh) */
/* gets turned off if not all choppers */
mission_flags |= P_H;
sam_intercept(bomb_list, &i, cn, victim, x, y, 0);
sam_intercept(esc_list, &i, cn, victim, x, y, 1);
/* Did we run out of interceptors? */
if (QEMPTY(&i))
continue;
/* Did we run out of bombers? */
if (QEMPTY(bomb_list)) {
/* Yes, so we have to put the rest of the interceptors back, and
then continue, or we leak memory */
pln_put(&i);
continue;
}
mission_flags =
mission_pln_arm(&i, air->x, air->y, 2 * dist, 0, 0, P_F,
mission_flags);
/* Did we run out of interceptors? */
if (QEMPTY(&i))
continue;
/* Did we run out of bombers? */
if (QEMPTY(bomb_list)) {
/* Yes, so we have to put the rest of the interceptors back, and
then continue, or we leak memory */
pln_put(&i);
continue;
}
path = BestAirPath(buf, air->x, air->y, x, y);
if (CANT_HAPPEN(!path)) {
pln_put(&i);
continue;
}
wu(0, cn, "Flying %s mission from %s\n",
mission_name(MI_AIR_DEFENSE), xyas(air->x, air->y, cn));
if (air->own && (air->own != cn)) {
wu(0, air->own, "%s is flying %s mission from %s\n",
cname(cn), mission_name(MI_AIR_DEFENSE),
xyas(air->x, air->y, air->own));
}
/* Now, fly the planes to the sector */
emp_initque(&empty);
ac_encounter(&i, &empty, air->x, air->y,
path, mission_flags, 1);
/* If none made it, continue */
if (QEMPTY(&i))
continue;
/* Some made it, so now they get to try to fight. */
/* Intercept the escorts first */
combat = 0;
if (!QEMPTY(esc_list)) {
mpr(victim, "%s air defense planes intercept!\n",
cname(cn));
ac_combat_headers(victim, cn);
ac_airtoair(esc_list, &i);
combat = 1;
}
/* Now intercept the bombers */
if (!QEMPTY(bomb_list)) {
if (!combat) {
mpr(victim, "%s air defense planes intercept!\n",
cname(cn));
ac_combat_headers(victim, cn);
}
ac_airtoair(bomb_list, &i);
PR(cn, "\n");
PR(victim, "\n");
}
pln_put(&i);
}
if (CANT_HAPPEN(!QEMPTY(&interceptors)))
pln_put(&interceptors);
}
/* We have to free all of these, if they are still there, otherwise they get
lost and we leak memory all over the place. */
for (cn = 1; cn < MAXNOC; cn++) {
/* free up all this memory if it's still there */
for (qp = mi[cn].queue.q_forw; qp != (&mi[cn].queue); qp = next) {
next = qp->q_forw;
glp = (struct genlist *)qp;
free(glp->thing);
free(glp);
}
}
return dam;
}