empserver/src/lib/commands/assa.c
Markus Armbruster 56cadfe157 subs: Rename lnd_delete() to lnd_put_one()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2015-01-17 15:25:24 +01:00

217 lines
6.3 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2014, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* 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.
*
* ---
*
* assa.c: Hit the beaches!
*
* Known contributors to this file:
* Ken Stevens, 1995
* Steve McClure, 1997
*/
#include <config.h>
#include "chance.h"
#include "combat.h"
#include "commands.h"
#include "empobj.h"
#include "unit.h"
int
assa(void)
{
struct combat off[1]; /* assaulting ship */
struct combat def[1]; /* defending sector */
int fort_sup, ship_sup, land_sup, plane_sup;
struct emp_qelem olist; /* assaulting units */
struct emp_qelem dlist; /* defending units */
int ototal; /* total assaulting strength */
int a_engineer = 0; /* assaulter engineers are present */
int a_spy = 0; /* the best assaulter scout */
double osupport = 1.0; /* assault support */
double dsupport = 1.0; /* defense support */
char *p;
char buf[1024];
int n;
int ourtotal;
struct emp_qelem *qp, *next;
struct ulist *llp;
int rel;
att_combat_init(off, EF_SHIP);
att_combat_init(def, EF_SECTOR);
/*
* Collect input from the assaulter
*/
/* What are we assaulting? */
if (!(p = getstarg(player->argp[1], "Sector : ", buf)))
return RET_SYN;
if (!sarg_xy(p, &def->x, &def->y))
return RET_SYN;
if (att_abort(A_ASSAULT, NULL, def))
return RET_FAIL;
/*
* Ask the assaulter what he wants to assault with
*/
if ((off->shp_uid =
onearg(player->argp[2], "Assault from ship # ")) < 0) {
pr("You may only assault from one ship!\n");
return RET_FAIL;
}
if (att_abort(A_ASSAULT, off, def)) {
pr("Assault aborted\n");
return RET_OK;
}
/* Show what we're assaulting */
att_show(def);
/* Ask about offensive support */
att_ask_support(3, &fort_sup, &ship_sup, &land_sup, &plane_sup);
if (att_abort(A_ASSAULT, off, def)) {
att_empty_attack(A_ASSAULT, 0, def);
return RET_OK;
}
/* Ask the player what he wants to assault with */
att_ask_offense(A_ASSAULT, off, def, &olist, &a_spy, &a_engineer);
if (att_abort(A_ASSAULT, off, def)) {
pr("Assault aborted\n");
att_empty_attack(A_ASSAULT, 0, def);
return att_free_lists(&olist, NULL);
}
/* If we're assaulting our own sector, end here */
if (def->own == player->cnum) {
if (off->troops)
pr("You reinforce %s with %d troops\n",
xyas(def->x, def->y, player->cnum), off->troops);
if (off->troops || !QEMPTY(&olist))
att_move_in_off(A_ASSAULT, off, &olist, def);
return RET_OK;
}
ototal = att_get_offense(A_ASSAULT, off, &olist, def);
if (att_abort(A_ASSAULT, off, def)) {
pr("Assault aborted\n");
att_empty_attack(A_ASSAULT, 0, def);
return att_free_lists(&olist, NULL);
}
/*
* We have now got all the answers from the assaulter. From this point
* forward, we can assume that this battle is the _only_ thing
* happening in the game.
*/
/* First, we check to see if the only thing we have are spies
* assaulting. If so, we try to sneak them on land. If they
* make it, the defenders don't see a thing. If they fail, well,
* the spies die, and the defenders see them. */
ourtotal = 0;
for (n = 0; n <= off->last; n++) {
if (off[n].type == EF_BAD)
continue;
ourtotal += off[n].troops * att_combat_eff(off + n);
}
for (qp = olist.q_forw; qp != &olist; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
if (lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY)
continue;
ourtotal++;
}
/* If no attacking forces (i.e. we got here with only spies)
* then try to sneak on-land. */
if (!ourtotal) {
pr("Trying to sneak on shore...\n");
for (qp = olist.q_forw; qp != &olist; qp = next) {
next = qp->q_forw;
llp = (struct ulist *)qp;
rel = relations_with(def->own, player->cnum);
if (chance(0.10) || rel == ALLIED || !def->own) {
pr("%s made it on shore safely.\n", prland(&llp->unit.land));
llp->unit.land.lnd_x = def->x;
llp->unit.land.lnd_y = def->y;
llp->unit.land.lnd_ship = -1;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
} else {
pr("%s was spotted", prland(&llp->unit.land));
if (rel <= HOSTILE) {
wu(0, def->own, "%s spy shot and killed in %s.\n",
cname(player->cnum), xyas(def->x, def->y,
def->own));
pr(" and was killed in the attempt.\n");
llp->unit.land.lnd_effic = 0;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
lnd_put_one(llp);
} else {
wu(0, def->own, "%s spy spotted in %s.\n",
cname(player->cnum), xyas(def->x, def->y,
def->own));
pr(" but made it ok.\n");
llp->unit.land.lnd_x = def->x;
llp->unit.land.lnd_y = def->y;
llp->unit.land.lnd_ship = -1;
putland(llp->unit.land.lnd_uid, &llp->unit.land);
}
}
}
return RET_OK;
}
/* Get the real defense */
att_get_defense(&olist, def, &dlist, a_spy, ototal);
/* Get assaulter and defender support */
att_get_support(A_ASSAULT, fort_sup, ship_sup, land_sup, plane_sup,
&olist, off, &dlist, def, &osupport, &dsupport,
a_engineer);
if (att_abort(A_ASSAULT, off, def)) {
pr("Assault aborted\n");
att_empty_attack(A_ASSAULT, 0, def);
return att_free_lists(&olist, &dlist);
}
/*
* Death, carnage, and destruction.
*/
att_fight(A_ASSAULT, off, &olist, osupport, def, &dlist, dsupport);
return RET_OK;
}