311 lines
8.5 KiB
C
311 lines
8.5 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire 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 3 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, see <http://www.gnu.org/licenses/>.
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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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* detonate.c: Detonate a nuclear device in a sector.
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*
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* Known contributors to this file:
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* Steve McClure, 1998-2000
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* Markus Armbruster, 2004-2012
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*/
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#include <config.h>
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#include "chance.h"
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#include "file.h"
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#include "land.h"
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#include "map.h"
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#include "misc.h"
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#include "nat.h"
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#include "news.h"
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#include "nsc.h"
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#include "nuke.h"
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#include "optlist.h"
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#include "plane.h"
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#include "player.h"
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#include "prototypes.h"
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#include "sect.h"
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#include "ship.h"
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#include "xy.h"
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static void kaboom(int x, int y, int rad);
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int
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detonate(struct nukstr *np, coord x, coord y, int airburst)
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{
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int nuketype = np->nuk_type;
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struct nchrstr *ncp;
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struct plnstr plane;
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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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struct nukstr nuke;
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natid own;
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int type;
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int damage;
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int fallout;
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int rad;
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struct nstr_sect ns;
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struct nstr_item ni;
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int changed = 0;
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pr("Releasing RV's for %s detonation...\n",
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airburst ? "airburst" : "groundburst");
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getsect(x, y, §);
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ncp = &nchr[nuketype];
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kaboom(x, y, ncp->n_blast);
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rad = ncp->n_blast;
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if (!airburst)
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rad = rad * 2 / 3;
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if (sect.sct_type == SCT_WATER)
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rad = 0; /* Nukes falling on water affect only 1 sector */
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np->nuk_effic = 0;
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putnuke(np->nuk_uid, np);
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snxtsct_dist(&ns, x, y, rad);
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while (nxtsct(&ns, §)) {
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own = sect.sct_own;
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type = sect.sct_type;
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if ((damage = nukedamage(ncp, ns.curdist, airburst)) <= 0)
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continue;
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if (type == SCT_SANCT) {
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pr("bounced off %s\n", xyas(ns.x, ns.y, player->cnum));
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mpr(own, "%s nuclear device bounced off %s\n",
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cname(player->cnum), xyas(ns.x, ns.y, own));
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nreport(player->cnum, N_NUKE, own, 1);
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continue;
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}
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sect_damage(§, damage);
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if (opt_FALLOUT) {
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fallout = sect.sct_fallout;
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if (ncp->n_flags & N_NEUT)
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fallout += damage * 30;
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else
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fallout += damage * 3;
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sect.sct_fallout = MIN(fallout, FALLOUT_MAX);
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}
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if (damage > 100) {
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sect.sct_oldown = 0;
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sect.sct_own = 0;
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if (type == SCT_WATER || type == SCT_BSPAN ||
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type == SCT_BTOWER) {
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if (type != SCT_WATER) {
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pr("left nothing but water in %s\n",
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xyas(ns.x, ns.y, player->cnum));
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if (own != player->cnum)
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mpr(own,
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"%s nuclear device left nothing but water in %s\n",
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cname(player->cnum), xyas(ns.x, ns.y, own));
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sect.sct_newtype = SCT_WATER;
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sect.sct_type = SCT_WATER;
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}
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} else {
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sect.sct_newtype = SCT_WASTE;
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sect.sct_type = SCT_WASTE;
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pr("turned %s into a radioactive wasteland\n",
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xyas(ns.x, ns.y, player->cnum));
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if (own != player->cnum)
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mpr(own,
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"%s nuclear device turned %s into a radioactive wasteland\n",
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cname(player->cnum), xyas(ns.x, ns.y, own));
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}
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changed |= map_set(player->cnum, sect.sct_x, sect.sct_y,
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dchr[sect.sct_type].d_mnem, 0);
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} else {
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pr("did %d%% damage in %s\n",
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damage, xyas(ns.x, ns.y, player->cnum));
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if (own != player->cnum)
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mpr(own, "%s nuclear device did %d%% damage in %s\n",
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cname(player->cnum), damage, xyas(ns.x, ns.y, own));
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}
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(void)putsect(§);
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if (type != SCT_WATER)
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nreport(player->cnum, N_NUKE, own, 1);
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}
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if (changed)
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writebmap(player->cnum);
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snxtitem_dist(&ni, EF_PLANE, x, y, rad);
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while (nxtitem(&ni, &plane)) {
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if ((own = plane.pln_own) == 0)
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continue;
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if (plane.pln_flags & PLN_LAUNCHED)
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continue;
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damage = nukedamage(ncp, ni.curdist, airburst) - plane.pln_harden;
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if (damage <= 0)
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continue;
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if (plane.pln_ship >= 0) {
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/* Are we on a sub? */
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getship(plane.pln_ship, &ship);
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if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
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struct sctstr sect1;
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/* Should we damage this sub? */
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getsect(ship.shp_x, ship.shp_y, §1);
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if (sect1.sct_type == SCT_BSPAN ||
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sect1.sct_type == SCT_BTOWER ||
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sect1.sct_type == SCT_WATER) {
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/* Ok, we're not in a harbor or trapped
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inland. Now, did we get pasted
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directly? */
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if (ship.shp_x != x || ship.shp_y != y) {
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/* Nope, so don't mess with it */
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continue;
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}
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}
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}
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}
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planedamage(&plane, damage);
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if (own == player->cnum) {
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pr("%s at %s reports %d%% damage\n",
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prplane(&plane),
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xyas(plane.pln_x, plane.pln_y, player->cnum), damage);
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} else {
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mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
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cname(player->cnum), damage,
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prplane(&plane), xyas(plane.pln_x, plane.pln_y, own));
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}
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putplane(ni.cur, &plane);
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}
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snxtitem_dist(&ni, EF_LAND, x, y, rad);
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while (nxtitem(&ni, &land)) {
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if ((own = land.lnd_own) == 0)
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continue;
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if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
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continue;
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if (land.lnd_ship >= 0) {
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/* Are we on a sub? */
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getship(land.lnd_ship, &ship);
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if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
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struct sctstr sect1;
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/* Should we damage this sub? */
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getsect(ship.shp_x, ship.shp_y, §1);
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if (sect1.sct_type == SCT_BSPAN ||
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sect1.sct_type == SCT_BTOWER ||
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sect1.sct_type == SCT_WATER) {
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/* Ok, we're not in a harbor or trapped
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inland. Now, did we get pasted
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directly? */
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if (ship.shp_x != x || ship.shp_y != y) {
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/* Nope, so don't mess with it */
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continue;
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}
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}
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}
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}
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land_damage(&land, damage);
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if (own == player->cnum) {
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pr("%s at %s reports %d%% damage\n",
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prland(&land), xyas(land.lnd_x, land.lnd_y, player->cnum),
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damage);
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} else {
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mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
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cname(player->cnum), damage,
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prland(&land), xyas(land.lnd_x, land.lnd_y, own));
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}
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putland(land.lnd_uid, &land);
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}
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snxtitem_dist(&ni, EF_SHIP, x, y, rad);
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while (nxtitem(&ni, &ship)) {
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if ((own = ship.shp_own) == 0)
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continue;
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if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
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continue;
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if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
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struct sctstr sect1;
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/* Should we damage this sub? */
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getsect(ship.shp_x, ship.shp_y, §1);
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if (sect1.sct_type == SCT_BSPAN ||
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sect1.sct_type == SCT_BTOWER ||
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sect1.sct_type == SCT_WATER) {
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/* Ok, we're not in a harbor or trapped
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inland. Now, did we get pasted
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directly? */
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if (ship.shp_x != x || ship.shp_y != y) {
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/* Nope, so don't mess with it */
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continue;
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}
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}
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}
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ship_damage(&ship, damage);
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if (own == player->cnum) {
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pr("%s at %s reports %d%% damage\n",
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prship(&ship), xyas(ship.shp_x, ship.shp_y, player->cnum),
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damage);
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} else {
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mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
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cname(player->cnum), damage, prship(&ship),
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xyas(ship.shp_x, ship.shp_y, own));
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}
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putship(ship.shp_uid, &ship);
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}
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snxtitem_dist(&ni, EF_NUKE, x, y, rad);
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while (nxtitem(&ni, &nuke)) {
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if ((own = nuke.nuk_own) == 0)
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continue;
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if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
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continue;
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if (roll(100) > damage)
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continue;
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nuke.nuk_effic = 0;
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if (own == player->cnum) {
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pr("%s at %s destroyed\n",
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prnuke(&nuke), xyas(nuke.nuk_x, nuke.nuk_y, player->cnum));
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} else {
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mpr(own, "%s nuclear device destroyed %s at %s\n",
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cname(player->cnum), prnuke(&nuke),
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xyas(nuke.nuk_x, nuke.nuk_y, own));
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}
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putnuke(ni.cur, &nuke);
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}
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return nukedamage(ncp, 0, airburst);
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}
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/*
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* silly to be sure.
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*/
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static void
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kaboom(int x, int y, int rad)
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{
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pr("\n\nK A B O O ");
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while (rad-- > 1)
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pr("O O ");
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pr("M ! in %s\n\n", xyas(x, y, player->cnum));
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}
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