empserver/src/lib/subs/detonate.c

311 lines
8.5 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <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.
*
* ---
*
* detonate.c: Detonate a nuclear device in a sector.
*
* Known contributors to this file:
* Steve McClure, 1998-2000
* Markus Armbruster, 2004-2012
*/
#include <config.h>
#include "chance.h"
#include "file.h"
#include "land.h"
#include "map.h"
#include "misc.h"
#include "nat.h"
#include "news.h"
#include "nsc.h"
#include "nuke.h"
#include "optlist.h"
#include "plane.h"
#include "player.h"
#include "prototypes.h"
#include "sect.h"
#include "ship.h"
#include "xy.h"
static void kaboom(int x, int y, int rad);
int
detonate(struct nukstr *np, coord x, coord y, int airburst)
{
int nuketype = np->nuk_type;
struct nchrstr *ncp;
struct plnstr plane;
struct sctstr sect;
struct shpstr ship;
struct lndstr land;
struct nukstr nuke;
natid own;
int type;
int damage;
int fallout;
int rad;
struct nstr_sect ns;
struct nstr_item ni;
int changed = 0;
pr("Releasing RV's for %s detonation...\n",
airburst ? "airburst" : "groundburst");
getsect(x, y, &sect);
ncp = &nchr[nuketype];
kaboom(x, y, ncp->n_blast);
rad = ncp->n_blast;
if (!airburst)
rad = rad * 2 / 3;
if (sect.sct_type == SCT_WATER)
rad = 0; /* Nukes falling on water affect only 1 sector */
np->nuk_effic = 0;
putnuke(np->nuk_uid, np);
snxtsct_dist(&ns, x, y, rad);
while (nxtsct(&ns, &sect)) {
own = sect.sct_own;
type = sect.sct_type;
if ((damage = nukedamage(ncp, ns.curdist, airburst)) <= 0)
continue;
if (type == SCT_SANCT) {
pr("bounced off %s\n", xyas(ns.x, ns.y, player->cnum));
mpr(own, "%s nuclear device bounced off %s\n",
cname(player->cnum), xyas(ns.x, ns.y, own));
nreport(player->cnum, N_NUKE, own, 1);
continue;
}
sect_damage(&sect, damage);
if (opt_FALLOUT) {
fallout = sect.sct_fallout;
if (ncp->n_flags & N_NEUT)
fallout += damage * 30;
else
fallout += damage * 3;
sect.sct_fallout = MIN(fallout, FALLOUT_MAX);
}
if (damage > 100) {
sect.sct_oldown = 0;
sect.sct_own = 0;
if (type == SCT_WATER || type == SCT_BSPAN ||
type == SCT_BTOWER) {
if (type != SCT_WATER) {
pr("left nothing but water in %s\n",
xyas(ns.x, ns.y, player->cnum));
if (own != player->cnum)
mpr(own,
"%s nuclear device left nothing but water in %s\n",
cname(player->cnum), xyas(ns.x, ns.y, own));
sect.sct_newtype = SCT_WATER;
sect.sct_type = SCT_WATER;
}
} else {
sect.sct_newtype = SCT_WASTE;
sect.sct_type = SCT_WASTE;
pr("turned %s into a radioactive wasteland\n",
xyas(ns.x, ns.y, player->cnum));
if (own != player->cnum)
mpr(own,
"%s nuclear device turned %s into a radioactive wasteland\n",
cname(player->cnum), xyas(ns.x, ns.y, own));
}
changed |= map_set(player->cnum, sect.sct_x, sect.sct_y,
dchr[sect.sct_type].d_mnem, 0);
} else {
pr("did %d%% damage in %s\n",
damage, xyas(ns.x, ns.y, player->cnum));
if (own != player->cnum)
mpr(own, "%s nuclear device did %d%% damage in %s\n",
cname(player->cnum), damage, xyas(ns.x, ns.y, own));
}
(void)putsect(&sect);
if (type != SCT_WATER)
nreport(player->cnum, N_NUKE, own, 1);
}
if (changed)
writebmap(player->cnum);
snxtitem_dist(&ni, EF_PLANE, x, y, rad);
while (nxtitem(&ni, &plane)) {
if ((own = plane.pln_own) == 0)
continue;
if (plane.pln_flags & PLN_LAUNCHED)
continue;
damage = nukedamage(ncp, ni.curdist, airburst) - plane.pln_harden;
if (damage <= 0)
continue;
if (plane.pln_ship >= 0) {
/* Are we on a sub? */
getship(plane.pln_ship, &ship);
if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
struct sctstr sect1;
/* Should we damage this sub? */
getsect(ship.shp_x, ship.shp_y, &sect1);
if (sect1.sct_type == SCT_BSPAN ||
sect1.sct_type == SCT_BTOWER ||
sect1.sct_type == SCT_WATER) {
/* Ok, we're not in a harbor or trapped
inland. Now, did we get pasted
directly? */
if (ship.shp_x != x || ship.shp_y != y) {
/* Nope, so don't mess with it */
continue;
}
}
}
}
planedamage(&plane, damage);
if (own == player->cnum) {
pr("%s at %s reports %d%% damage\n",
prplane(&plane),
xyas(plane.pln_x, plane.pln_y, player->cnum), damage);
} else {
mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
cname(player->cnum), damage,
prplane(&plane), xyas(plane.pln_x, plane.pln_y, own));
}
putplane(ni.cur, &plane);
}
snxtitem_dist(&ni, EF_LAND, x, y, rad);
while (nxtitem(&ni, &land)) {
if ((own = land.lnd_own) == 0)
continue;
if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
continue;
if (land.lnd_ship >= 0) {
/* Are we on a sub? */
getship(land.lnd_ship, &ship);
if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
struct sctstr sect1;
/* Should we damage this sub? */
getsect(ship.shp_x, ship.shp_y, &sect1);
if (sect1.sct_type == SCT_BSPAN ||
sect1.sct_type == SCT_BTOWER ||
sect1.sct_type == SCT_WATER) {
/* Ok, we're not in a harbor or trapped
inland. Now, did we get pasted
directly? */
if (ship.shp_x != x || ship.shp_y != y) {
/* Nope, so don't mess with it */
continue;
}
}
}
}
land_damage(&land, damage);
if (own == player->cnum) {
pr("%s at %s reports %d%% damage\n",
prland(&land), xyas(land.lnd_x, land.lnd_y, player->cnum),
damage);
} else {
mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
cname(player->cnum), damage,
prland(&land), xyas(land.lnd_x, land.lnd_y, own));
}
putland(land.lnd_uid, &land);
}
snxtitem_dist(&ni, EF_SHIP, x, y, rad);
while (nxtitem(&ni, &ship)) {
if ((own = ship.shp_own) == 0)
continue;
if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
continue;
if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
struct sctstr sect1;
/* Should we damage this sub? */
getsect(ship.shp_x, ship.shp_y, &sect1);
if (sect1.sct_type == SCT_BSPAN ||
sect1.sct_type == SCT_BTOWER ||
sect1.sct_type == SCT_WATER) {
/* Ok, we're not in a harbor or trapped
inland. Now, did we get pasted
directly? */
if (ship.shp_x != x || ship.shp_y != y) {
/* Nope, so don't mess with it */
continue;
}
}
}
ship_damage(&ship, damage);
if (own == player->cnum) {
pr("%s at %s reports %d%% damage\n",
prship(&ship), xyas(ship.shp_x, ship.shp_y, player->cnum),
damage);
} else {
mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
cname(player->cnum), damage, prship(&ship),
xyas(ship.shp_x, ship.shp_y, own));
}
putship(ship.shp_uid, &ship);
}
snxtitem_dist(&ni, EF_NUKE, x, y, rad);
while (nxtitem(&ni, &nuke)) {
if ((own = nuke.nuk_own) == 0)
continue;
if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
continue;
if (roll(100) > damage)
continue;
nuke.nuk_effic = 0;
if (own == player->cnum) {
pr("%s at %s destroyed\n",
prnuke(&nuke), xyas(nuke.nuk_x, nuke.nuk_y, player->cnum));
} else {
mpr(own, "%s nuclear device destroyed %s at %s\n",
cname(player->cnum), prnuke(&nuke),
xyas(nuke.nuk_x, nuke.nuk_y, own));
}
putnuke(ni.cur, &nuke);
}
return nukedamage(ncp, 0, airburst);
}
/*
* silly to be sure.
*/
static void
kaboom(int x, int y, int rad)
{
pr("\n\nK A B O O ");
while (rad-- > 1)
pr("O O ");
pr("M ! in %s\n\n", xyas(x, y, player->cnum));
}