227 lines
6.1 KiB
C
227 lines
6.1 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2021, 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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* assa.c: Hit the beaches!
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*
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* Known contributors to this file:
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* Ken Stevens, 1995
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* Steve McClure, 1997
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* Markus Armbruster, 2009-2016
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*/
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#include <config.h>
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#include "chance.h"
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#include "combat.h"
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#include "commands.h"
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#include "empobj.h"
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#include "unit.h"
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static int only_spies(struct combat[], struct emp_qelem *);
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static void sneak_ashore(struct combat[], struct emp_qelem *,
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struct combat *);
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int
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assa(void)
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{
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struct combat off[1]; /* assaulting ship */
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struct combat def[1]; /* defending sector */
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int fort_sup, ship_sup, land_sup, plane_sup;
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struct emp_qelem olist; /* assaulting units */
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struct emp_qelem dlist; /* defending units */
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int ototal; /* total assaulting strength */
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int a_engineer = 0; /* assaulter engineers are present */
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int a_spy = 0; /* the best assaulter scout */
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double osupport = 1.0; /* assault support */
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double dsupport = 1.0; /* defense support */
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char *p;
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char buf[1024];
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att_combat_init(off, EF_SHIP);
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att_combat_init(def, EF_SECTOR);
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/*
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* Collect input from the assaulter
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*/
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/* What are we assaulting? */
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if (!(p = getstarg(player->argp[1], "Sector : ", buf)))
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return RET_SYN;
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if (!sarg_xy(p, &def->x, &def->y))
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return RET_SYN;
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if (att_abort(A_ASSAULT, NULL, def))
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return RET_FAIL;
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/*
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* Ask the assaulter what he wants to assault with
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*/
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if ((off->shp_uid =
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onearg(player->argp[2], "Assault from ship # ")) < 0) {
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pr("You may only assault from one ship!\n");
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return RET_FAIL;
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}
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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return RET_OK;
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}
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/* Show what we're assaulting */
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att_show(def);
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/* Ask about offensive support */
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att_ask_support(3, &fort_sup, &ship_sup, &land_sup, &plane_sup);
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if (att_abort(A_ASSAULT, off, def)) {
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att_empty_attack(A_ASSAULT, 0, def);
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return RET_OK;
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}
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/* Ask the player what he wants to assault with */
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att_ask_offense(A_ASSAULT, off, def, &olist, &a_spy, &a_engineer);
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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att_empty_attack(A_ASSAULT, 0, def);
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return att_free_lists(&olist, NULL);
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}
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/* If we're assaulting our own sector, end here */
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if (def->own == player->cnum) {
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if (off->troops)
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pr("You reinforce %s with %d troops\n",
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xyas(def->x, def->y, player->cnum), off->troops);
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if (off->troops || !QEMPTY(&olist))
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att_move_in_off(A_ASSAULT, off, &olist, def);
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return RET_OK;
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}
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/* If only spies assault, try to sneak them ashore */
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if (only_spies(off, &olist)) {
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sneak_ashore(off, &olist, def);
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return RET_OK;
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}
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ototal = att_get_offense(A_ASSAULT, off, &olist, def);
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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att_empty_attack(A_ASSAULT, 0, def);
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return att_free_lists(&olist, NULL);
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}
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/*
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* We have now got all the answers from the assaulter. From this point
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* forward, we can assume that this battle is the _only_ thing
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* happening in the game.
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*/
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/* Get the real defense */
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att_get_defense(&olist, def, &dlist, a_spy, ototal);
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/* Get assaulter and defender support */
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att_get_support(A_ASSAULT, fort_sup, ship_sup, land_sup, plane_sup,
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&olist, off, &dlist, def, &osupport, &dsupport,
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a_engineer);
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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att_empty_attack(A_ASSAULT, 0, def);
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return att_free_lists(&olist, &dlist);
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}
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/*
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* Death, carnage, and destruction.
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*/
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att_fight(A_ASSAULT, off, &olist, osupport, def, &dlist, dsupport);
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return RET_OK;
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}
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static int
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only_spies(struct combat off[], struct emp_qelem *olist)
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{
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int n;
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struct emp_qelem *qp;
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struct ulist *llp;
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for (n = 0; n <= off->last; n++) {
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if (off[n].type == EF_BAD)
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continue;
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if (off[n].troops)
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return 0;
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}
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for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
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llp = (struct ulist *)qp;
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if (!(lchr[llp->unit.land.lnd_type].l_flags & L_SPY))
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return 0;
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}
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return 1;
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}
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static void
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sneak_ashore(struct combat off[], struct emp_qelem *olist,
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struct combat *def)
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{
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struct emp_qelem *qp;
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struct ulist *llp;
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struct lndstr *lp;
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enum relations rel;
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pr("Trying to sneak on shore...\n");
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att_move_land(A_ASSAULT, off, olist, def);
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for (qp = olist->q_forw; qp != olist; qp = qp->q_forw) {
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llp = (struct ulist *)qp;
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lp = &llp->unit.land;
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rel = relations_with(def->own, player->cnum);
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if (rel == ALLIED || !def->own
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|| !chance(LND_SPY_DETECT_CHANCE(lp->lnd_effic / 2))) {
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/* eff/2 because this is hard */
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pr("%s made it on shore safely.\n", prland(lp));
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} else {
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pr("%s was spotted", prland(lp));
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if (rel <= HOSTILE) {
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wu(0, def->own, "%s spy shot and killed in %s.\n",
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cname(player->cnum), xyas(def->x, def->y,
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def->own));
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pr(" and was killed in the attempt.\n");
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lp->lnd_effic = 0;
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} else {
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wu(0, def->own, "%s spy spotted in %s.\n",
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cname(player->cnum), xyas(def->x, def->y,
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def->own));
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pr(" but made it OK.\n");
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}
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}
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}
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lnd_put(olist);
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}
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