606 lines
15 KiB
C
606 lines
15 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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* revolt.c: Have disloyal populace revolt!
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Steve McClure, 1997-2000
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* Markus Armbruster, 2004-2011
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*/
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#include <config.h>
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#include "chance.h"
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#include "land.h"
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#include "lost.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 "path.h"
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#include "plane.h"
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#include "update.h"
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static void take_casualties(struct sctstr *, int);
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static void lnd_dies_fighting_che(struct lndstr *);
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void
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revolt(struct sctstr *sp)
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{
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int che_civ;
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int che_uw;
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int civ;
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int uw;
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int che;
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int n;
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che = sp->sct_che;
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if (che != 0 && (sp->sct_che_target != sp->sct_own || che >= CHE_MAX))
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return;
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civ = sp->sct_item[I_CIVIL];
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uw = sp->sct_item[I_UW];
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if (che > (civ + uw) * 3)
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return;
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che_uw = 0;
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/* che due to civilian unrest */
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n = 10 - (random() % 20);
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che_civ = 3 + (civ * n / 500);
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if (che_civ < 0)
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che_civ = 0;
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else if (che_civ * 3 > civ)
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che_civ = civ / 3;
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if (che + che_civ > CHE_MAX)
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che_civ = CHE_MAX - che;
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che += che_civ;
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if (che < CHE_MAX) {
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/* che due to uw unrest */
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n = 10 + (random() % 30);
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che_uw = 5 + (uw * n / 500);
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if (che_uw > uw)
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che_uw = uw;
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if (che + che_uw > CHE_MAX)
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che_uw = CHE_MAX - che_uw;
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che += che_uw;
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}
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if (che_civ + che_uw > 0) {
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civ -= che_civ;
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uw -= che_uw;
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sp->sct_che_target = sp->sct_own;
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sp->sct_che = che;
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if (che_civ > 0)
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sp->sct_item[I_CIVIL] = civ;
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if (che_uw > 0)
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sp->sct_item[I_UW] = uw;
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}
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}
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/*
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* summary of effects.
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* if there are no military in the sector, che recruit from
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* populace if pop loyalty is > 10. They spread subversion otherwise,
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* trying to lower pop loyalty.
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* if che outnumber military, they stay and shoot it out, kill the
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* military.
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* if che are outnumbered by less than 5 to 1, they blow up stuff,
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* killing innocent civilians (never uw's) and damaging commodities.
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* if che are outnumbered by more than 5 to 1, they try to leave the
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* sector for a nearby sector with fewer military.
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*
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* if the military lose any attacks, the pop loyalty in the sector
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* gets worse, representing military defeat.
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* military can "catch" che's after bombing attacks, or after they move.
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* If military catch them, then they get to shoot it out with a portion
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* of the che's depending on the # of mil in the sector. Chance to contact
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* is around 10% per every equal number of mil:che ratio in the sector.
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* "contact" is by 20% of the military in the sector, and odds are equal.
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*
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* Without a doubt this routine should be broken up, if only for readabilty.
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*/
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void
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guerrilla(struct sctstr *sp)
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{
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struct sctstr *nsp;
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int recruit;
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int move;
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int ratio;
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int che;
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int mil;
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int cc, mc;
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double odds;
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int civ;
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int n;
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int uw;
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natid target;
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struct natstr *tnat;
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int convert;
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natid actor;
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natid victim;
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int tmp;
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int min_mil;
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int val;
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int oldmob;
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struct lndstr *lp;
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struct nstr_item ni;
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mc = cc = 0;
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recruit = 0;
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convert = 0;
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move = 0;
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if (!sp->sct_che)
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return;
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civ = sp->sct_item[I_CIVIL];
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uw = sp->sct_item[I_UW];
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victim = sp->sct_own;
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actor = sp->sct_oldown;
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che = sp->sct_che;
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mil = sp->sct_item[I_MILIT];
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snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
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while (NULL != (lp = nxtitemp(&ni))) {
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if (lp->lnd_own != sp->sct_own)
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continue;
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if (lp->lnd_ship >= 0)
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continue;
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mil += lp->lnd_item[I_MILIT];
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if (sp->sct_che_target != sp->sct_own)
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continue;
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/* Security troops can now kill up to 1/5 their complement each
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update, before doing anything else. */
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if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY) {
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int che_kill, r;
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mil += lp->lnd_item[I_MILIT];
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r = (lp->lnd_item[I_MILIT] * lp->lnd_effic) / 500;
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che_kill = r < 1 ? 0 : roll(r);
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if (che_kill > che)
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che_kill = che;
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if (che_kill) {
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wu(0, sp->sct_own,
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"%s kills %d guerrilla%s in raid at %s!\n",
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prland(lp), che_kill, splur(che_kill), ownxy(sp));
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che -= che_kill;
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}
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}
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}
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/* Security forces killed all the che */
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if (che <= 0) {
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sp->sct_che = 0;
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sp->sct_che_target = 0;
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return;
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}
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target = sp->sct_che_target;
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if (CANT_HAPPEN(target == 0))
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return;
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tnat = getnatp(target);
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if (tnat->nat_stat == STAT_UNUSED) {
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/* target nation has dissolved: che's retire. */
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logerror("%d Che targeted at country %d retiring", che, target);
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sp->sct_che = 0;
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sp->sct_che_target = 0;
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sp->sct_item[I_CIVIL] = MIN(civ + che, ITEM_MAX);
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return;
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}
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if (sp->sct_own != target) {
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move++;
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goto domove;
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}
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ratio = mil / che;
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odds = (double)che / (mil + che);
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odds /= hap_fact(tnat, getnatp(sp->sct_oldown));
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if (mil == 0) {
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wu(0, sp->sct_own, "Revolutionary subversion reported in %s!\n",
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ownxy(sp));
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recruit++;
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convert++;
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} else if (che > mil && mil > 0) {
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/*
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* shoot it out with the military, and kill them off.
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* If loyalty bad enough, then take the sector over,
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* and enlist 5% of civ as military force.
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*/
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while (che > 0 && mil > 0) {
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if (chance(odds)) {
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mc++;
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mil--;
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} else {
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cc++;
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che--;
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}
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}
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if (mil > 0) {
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/* military won. */
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n = sp->sct_loyal - (random() % 15);
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if (n < 0)
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n = 0;
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sp->sct_loyal = n;
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} else {
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convert++;
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recruit++;
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}
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take_casualties(sp, mc);
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} else if (ratio < 5) {
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/*
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* guerrillas have to resort to blowing things up.
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* Note this disrupts work in the sector.
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*/
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n = (random() % 10) + (random() % che);
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if (n > 100)
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n = 100;
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tmp = sp->sct_work - n;
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if (tmp < 0)
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tmp = 0;
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sp->sct_work = tmp;
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wu(0, sp->sct_own,
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"Production %s disrupted by terrorists in %s\n",
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effadv(n), ownxy(sp));
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sect_damage(sp, n / 10);
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recruit++;
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} else {
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/* ratio >= 5 */
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move++;
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}
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if (mil > 0 && che > 0) {
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/*
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* we only get here if we haven't had combat previously.
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* Chance to catch them.
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* 20% of mil involved in attacking the che's.
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*/
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if (chance(ratio * 0.10)) {
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n = (mil / 5) + 1;
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odds = (double)che / (n + che);
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odds /= hap_fact(tnat, getnatp(sp->sct_oldown));
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while (che > 0 && n > 0) {
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if (chance(odds)) {
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mc++;
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n--;
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} else {
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cc++;
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che--;
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}
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}
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take_casualties(sp, mc);
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recruit = 0;
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}
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}
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if (convert && sp->sct_loyal >= 50) {
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int n;
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/* new owner gets to keep the mobility there */
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oldmob = sp->sct_mobil;
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/* che won, and sector converts. */
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if (sp->sct_own == sp->sct_oldown)
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sp->sct_oldown = 0;
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else {
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lost_and_found(EF_SECTOR, sp->sct_own, sp->sct_oldown,
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0, sp->sct_x, sp->sct_y);
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takeover(sp, sp->sct_oldown);
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}
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sp->sct_mobil = oldmob;
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civ += uw;
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uw = 0;
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n = civ / 20;
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civ -= n;
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if (civ > ITEM_MAX) {
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uw = civ - ITEM_MAX;
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civ = ITEM_MAX;
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}
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sp->sct_item[I_CIVIL] = civ;
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sp->sct_item[I_UW] = uw;
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sp->sct_item[I_MILIT] = n;
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move++;
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recruit = 0;
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if (sp->sct_own)
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wu(0, sp->sct_own, "Sector %s has been retaken!\n",
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xyas(sp->sct_x, sp->sct_y, sp->sct_own));
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}
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if (recruit && che > 0) {
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/* loyalty drops during recruitment efforts */
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n = sp->sct_loyal;
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if (n < 30)
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n += (random() % 5) + 1;
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else if (n < 70)
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n += (random() % 10) + 4;
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if (n > 127)
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n = 127;
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sp->sct_loyal = n;
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if (sp->sct_oldown != sp->sct_own || n > 100) {
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n = civ * (random() % 3) / 200;
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n /= hap_fact(tnat, getnatp(sp->sct_oldown));
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if (n + che > CHE_MAX)
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n = CHE_MAX - che;
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che += n;
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civ -= n;
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sp->sct_item[I_CIVIL] = civ;
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}
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n = uw * (random() % 3) / 200;
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if (n + che > CHE_MAX)
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n = CHE_MAX - che;
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che += n;
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uw -= n;
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sp->sct_item[I_UW] = uw;
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}
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domove:
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if (move && che > 0) {
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struct sctstr *nicest_sp = NULL;
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if (convert)
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min_mil = 999;
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else
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min_mil = mil;
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/* search adjacent sectors for a nice one */
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for (n = 1; n <= 6; n++) {
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nsp = getsectp(sp->sct_x + diroff[n][0],
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sp->sct_y + diroff[n][1]);
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if (dchr[nsp->sct_type].d_mob0 < 0)
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continue;
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if (nsp->sct_own != target)
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continue;
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if (nsp->sct_che > 0) {
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if (nsp->sct_che_target != target)
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continue;
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if (nsp->sct_che + che > CHE_MAX)
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continue;
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}
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val = nsp->sct_item[I_MILIT];
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/* don't give che more precise info than spy */
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val = roundintby(val, 10);
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/* inject a modicum of indeterminism; also
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* avoids che preferring certain directions */
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val += random() % 10 - 5;
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if (val >= min_mil)
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continue;
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nicest_sp = nsp;
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min_mil = val;
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}
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/* if we found a nice sector, go there */
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if (nicest_sp) {
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nicest_sp->sct_che += che;
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nicest_sp->sct_che_target = target;
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che = 0;
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}
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}
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if (che > 0) {
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sp->sct_che = che;
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sp->sct_che_target = target;
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} else {
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sp->sct_che = 0;
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sp->sct_che_target = 0;
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}
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if (mc > 0 || cc > 0) {
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wu(0, target,
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"Guerrilla warfare in %s\n",
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xyas(sp->sct_x, sp->sct_y, target));
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if (sp->sct_own == target)
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wu(0, target, " body count: troops: %d, rebels: %d\n", mc, cc);
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else
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wu(0, target, " rebels murder %d military\n", mc);
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nreport(actor, N_FREEDOM_FIGHT, victim, 1);
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}
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if (sp->sct_own != victim)
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wu(0, victim, "Partisans take over %s!\n",
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xyas(sp->sct_x, sp->sct_y, victim));
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}
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static void
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take_casualties(struct sctstr *sp, int mc)
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{
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int orig_mil;
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int cantake;
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int nunits = 0, each, deq;
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struct lndstr *lp;
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struct nstr_item ni;
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/* casualties come out of mil first */
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orig_mil = sp->sct_item[I_MILIT];
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if (mc <= orig_mil) {
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sp->sct_item[I_MILIT] = orig_mil - mc;
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return;
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}
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sp->sct_item[I_MILIT] = 0;
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/* remaining casualites */
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mc -= orig_mil;
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/*
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* Need to take total_casualties and divide
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* them amongst the land units in the sector
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* Do security troops first, then others.
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* Try not to kill any unit.
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*/
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snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
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while (NULL != (lp = nxtitemp(&ni))) {
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if (lp->lnd_own != sp->sct_own)
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continue;
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if (lp->lnd_ship >= 0)
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continue;
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nunits++;
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if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
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nunits++;
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}
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if (nunits == 0)
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return;
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each = (mc / nunits) + 2;
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/* kill some security troops */
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snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
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while (NULL != (lp = nxtitemp(&ni))) {
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if (lp->lnd_own != sp->sct_own)
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continue;
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if (lp->lnd_ship >= 0)
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continue;
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if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY))
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continue;
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cantake = ((lp->lnd_effic - 40) / 100.0) * lp->lnd_item[I_MILIT];
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if (cantake >= each) {
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deq = ((double)each / lp->lnd_item[I_MILIT]) * 100.0;
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mc -= 2 * each;
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} else if (cantake > 0) {
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deq = ((double)cantake / lp->lnd_item[I_MILIT]) * 100.0;
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mc -= 2 * cantake;
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} else
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deq = 0;
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lp->lnd_effic -= deq;
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lp->lnd_mobil -= deq / 2;
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deq = lchr[(int)lp->lnd_type].l_item[I_MILIT] * (deq / 100.0);
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lnd_submil(lp, deq);
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if (mc <= 0)
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return;
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}
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/* kill some normal troops */
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snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
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while (NULL != (lp = nxtitemp(&ni))) {
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if (lp->lnd_own != sp->sct_own)
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continue;
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if (lp->lnd_ship >= 0)
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continue;
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if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
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continue;
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cantake = ((lp->lnd_effic - 40) / 100.0) * lp->lnd_item[I_MILIT];
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if (cantake >= each) {
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deq = ((double)each / lp->lnd_item[I_MILIT]) * 100.0;
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mc -= each;
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} else if (cantake > 0) {
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deq = ((double)cantake / lp->lnd_item[I_MILIT]) * 100.0;
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mc -= cantake;
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} else
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|
deq = 0;
|
|
|
|
lp->lnd_effic -= deq;
|
|
lp->lnd_mobil -= deq / 2;
|
|
deq = lchr[(int)lp->lnd_type].l_item[I_MILIT] * (deq / 100.0);
|
|
lnd_submil(lp, deq);
|
|
if (mc <= 0)
|
|
return;
|
|
}
|
|
|
|
/* Hmm.. still some left.. kill off units now */
|
|
/* kill some normal troops */
|
|
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
|
|
while (NULL != (lp = nxtitemp(&ni))) {
|
|
if (lp->lnd_own != sp->sct_own)
|
|
continue;
|
|
if (lp->lnd_ship >= 0)
|
|
continue;
|
|
if (lchr[(int)lp->lnd_type].l_flags & L_SECURITY)
|
|
continue;
|
|
|
|
mc -= (lp->lnd_effic / 100.0) * lp->lnd_item[I_MILIT];
|
|
lnd_dies_fighting_che(lp);
|
|
if (mc <= 0)
|
|
return;
|
|
}
|
|
|
|
/* Hmm.. still some left.. kill off units now */
|
|
/* kill some security troops */
|
|
snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
|
|
while (NULL != (lp = nxtitemp(&ni))) {
|
|
if (lp->lnd_own != sp->sct_own)
|
|
continue;
|
|
if (lp->lnd_ship >= 0)
|
|
continue;
|
|
if (!(lchr[(int)lp->lnd_type].l_flags & L_SECURITY))
|
|
continue;
|
|
|
|
mc -= (lp->lnd_effic / 100.0) * lp->lnd_item[I_MILIT] * 2.0;
|
|
lnd_dies_fighting_che(lp);
|
|
if (mc <= 0)
|
|
return;
|
|
}
|
|
|
|
/* Hmm.. everyone dead.. too bad */
|
|
}
|
|
|
|
static void
|
|
lnd_dies_fighting_che(struct lndstr *lp)
|
|
{
|
|
int i, j;
|
|
struct lndstr *clp;
|
|
struct plnstr *cpp;
|
|
struct nukstr *cnp;
|
|
|
|
lp->lnd_effic = 0;
|
|
lnd_submil(lp, 1000); /* Remove 'em all */
|
|
wu(0, lp->lnd_own, "%s dies fighting guerrillas in %s\n",
|
|
prland(lp), xyas(lp->lnd_x, lp->lnd_y, lp->lnd_own));
|
|
makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x, lp->lnd_y);
|
|
lp->lnd_own = 0;
|
|
|
|
/* Take dead lp off its carrier */
|
|
if (lp->lnd_land >= 0) {
|
|
lnd_carrier_change(lp, EF_LAND, lp->lnd_land, -1);
|
|
lp->lnd_land = -1;
|
|
}
|
|
|
|
/* Unload lp's land unit cargo */
|
|
for (i = lnd_first_on_land(lp); i >= 0; i = lnd_next_on_unit(i)) {
|
|
clp = getlandp(i);
|
|
if (CANT_HAPPEN(!clp))
|
|
continue;
|
|
lnd_carrier_change(clp, EF_LAND, clp->lnd_land, -1);
|
|
clp->lnd_land = -1;
|
|
}
|
|
|
|
/* Destroy lp's plane cargo */
|
|
for (i = pln_first_on_land(lp); i >= 0; i = pln_next_on_unit(i)) {
|
|
cpp = getplanep(i);
|
|
if (CANT_HAPPEN(!cpp))
|
|
continue;
|
|
pln_carrier_change(cpp, EF_LAND, cpp->pln_land, -1);
|
|
makelost(EF_PLANE, cpp->pln_own, i, cpp->pln_x, cpp->pln_y);
|
|
wu(0, cpp->pln_own, "%s lost!\n", prplane(cpp));
|
|
cpp->pln_own = 0;
|
|
cpp->pln_effic = 0;
|
|
cpp->pln_land = -1;
|
|
|
|
j = nuk_on_plane(cpp);
|
|
if (j >= 0) {
|
|
cnp = getnukep(j);
|
|
if (CANT_HAPPEN(!cnp))
|
|
continue;
|
|
nuk_carrier_change(cnp, EF_PLANE, cnp->nuk_plane, -1);
|
|
makelost(EF_NUKE, cnp->nuk_own, j, cnp->nuk_x, cnp->nuk_y);
|
|
wu(0, cnp->nuk_own, "%s lost!\n", prnuke(cnp));
|
|
cnp->nuk_own = 0;
|
|
cnp->nuk_effic = 0;
|
|
cnp->nuk_plane = -1;
|
|
}
|
|
}
|
|
}
|