empserver/src/lib/commands/atta.c

162 lines
4.5 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program 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 2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* ---
*
* 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.
*
* ---
*
* atta.c: Attack another sector
*
* Known contributors to this file:
* Dave Pare
* Ken Stevens, 1995
* Steve McClure, 1996
*/
#include <config.h>
#include "misc.h"
#include "player.h"
#include "file.h"
#include "sect.h"
#include "path.h"
#include "nat.h"
#include "xy.h"
#include "land.h"
#include "nsc.h"
#include "mission.h"
#include "ship.h"
#include "combat.h"
#include "commands.h"
int
atta(void)
{
struct combat off[6]; /* attacking sectors */
struct combat def[1]; /* defending sector */
coord newx, newy;
struct sctstr sect;
int fort_sup, ship_sup, land_sup, plane_sup;
struct emp_qelem olist; /* attacking units */
struct emp_qelem dlist; /* defending units */
int ototal; /* total attacking strength */
int a_engineer = 0; /* attacker engineers are present */
int a_spy = 0; /* the best attacker scout */
double osupport = 1.0; /* attack support */
double dsupport = 1.0; /* defense support */
int last, n;
char *p;
char buf[1024];
int rel;
att_combat_init(def, EF_SECTOR);
/*
* Collect input from the attacker
*/
/* What are we attacking? */
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_ATTACK, 0, def))
return RET_FAIL;
/* Show what we're attacking, and check treaties */
if (att_show(def))
return RET_FAIL;
/* Ask about offensive support */
att_ask_support(2, &fort_sup, &ship_sup, &land_sup, &plane_sup);
if (att_abort(A_ATTACK, 0, def)) {
att_empty_attack(A_ATTACK, 0, def);
return RET_OK;
}
/* initialize the off[] array */
for (n = 0, last = -1; n < 6; ++n) { /* Directions */
newx = def->x + diroff[n + 1][0];
newy = def->y + diroff[n + 1][1];
getsect(newx, newy, &sect); /* incase cross world boundary */
rel = getrel(getnatp(sect.sct_own), player->cnum);
if (!player->owner && rel != ALLIED)
continue;
att_combat_init(&off[++last], EF_SECTOR);
off[last].x = sect.sct_x;
off[last].y = sect.sct_y;
}
off->last = last;
/* Ask the player what he wants to attack with */
att_ask_offense(A_ATTACK, off, def, &olist, &a_spy, &a_engineer);
if (att_abort(A_ATTACK, off, def)) {
pr("Attack aborted\n");
att_empty_attack(A_ATTACK, 0, def);
return att_free_lists(&olist, 0);
}
/*
* Estimate the defense strength and give the player a chance to abort
*/
ototal = att_estimate_defense(A_ATTACK, off, &olist, def, a_spy);
if (att_abort(A_ATTACK, off, def)) {
pr("Attack aborted\n");
att_empty_attack(A_ATTACK, 0, def);
return att_free_lists(&olist, 0);
}
/*
* We have now got all the answers from the attacker. From this point
* forward, we can assume that this battle is the _only_ thing
* happening in the game.
*/
/* Get the real defense */
att_get_defense(&olist, def, &dlist, a_spy, ototal);
/* Get attacker and defender support */
att_get_support(A_ATTACK, fort_sup, ship_sup, land_sup, plane_sup,
&olist, off, &dlist, def, &osupport, &dsupport,
a_engineer);
if (att_abort(A_ATTACK, off, def)) {
pr("Attack aborted\n");
att_empty_attack(A_ATTACK, 0, def);
return att_free_lists(&olist, &dlist);
}
/*
* Death, carnage, and destruction.
*/
att_fight(A_ATTACK, off, &olist, osupport, def, &dlist, dsupport);
return RET_OK;
}