Assaulting a foreign sector with nothing but spies is special: the spies sneak ashore. It is, however, more special than it should be: the spies use no mobility and ignore landmines. They do use mobility and hit landmines in other assaults. Assaulting your own sector with nothing but spies is more costly and more risky than assaulting a foreign one. This makes no sense. Has been that way since spies were added in 4.0.0. It's that way because sneaking ashore uses its own code to move the spies instead of move_in_land() via att_move_in_off(). It can't use move_in_land(), because that prints an unwanted "now occupies" message, and destroys the list of assaulting units, which we still need to catch and shoot spies. Factor the code to move attacking land units to the target sector out of move_in_land() into att_move_land(), and use that for sneaking ashore. This makes the spies use mobility and hit landmines even when they sneak. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
103 lines
3.6 KiB
C
103 lines
3.6 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2016, 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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* combat.h: Definitions for things having to do with combat
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*
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* Known contributors to this file:
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* Ken Stevens, 1995
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* Markus Armbruster, 2005-2016
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*/
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#ifndef COMBAT_H
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#define COMBAT_H
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#include "types.h"
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#include "ship.h"
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struct combat {
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int type; /* EF_BAD, EF_SECTOR, EF_SHIP, or EF_PLANE */
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int set; /* Has the struct been initialized? */
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int last; /* The index of the last element in off array */
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coord x; /* location of attacking sector/ship/plane */
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coord y;
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natid own;
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int eff;
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int mob;
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int mobcost;
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int mil; /* mil in the sector/ship/unit */
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int troops; /* mil in the combat */
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int plague;
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int sct_type;
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int shp_uid;
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int lnd_uid;
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struct dchrstr *sct_dcp;
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struct mchrstr *shp_mcp;
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struct lchrstr *lnd_lcp;
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char shp_name[MAXSHPNAMLEN]; /* FIXME huh? pulls in ship.h */
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int relations_checked;
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};
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/* Types of combat for use by attack routines */
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#define A_DEFEND 0
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#define A_ATTACK 1
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#define A_ASSAULT 2
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#define A_PARA 3
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#define A_BOARD 4
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#define A_LBOARD 5
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/* src/lib/subs/attsub.c */
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extern double att_combat_eff(struct combat *);
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extern void att_move_land(int, struct combat *, struct emp_qelem *,
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struct combat *);
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extern void att_move_in_off(int, struct combat *, struct emp_qelem *,
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struct combat *);
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extern int att_combat_init(struct combat *, int);
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extern int att_get_combat(struct combat *, int);
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extern int att_abort(int, struct combat *, struct combat *);
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extern int att_approach(struct combat *, struct combat *);
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extern void att_show(struct combat *);
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extern int att_ask_support(int, int *, int *, int *, int *);
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extern int att_ask_offense(int, struct combat *, struct combat *,
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struct emp_qelem *, int *, int *);
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extern double sector_strength(struct sctstr *);
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extern int att_get_offense(int, struct combat *, struct emp_qelem *,
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struct combat *);
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extern int att_empty_attack(int, int, struct combat *);
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extern int att_get_defense(struct emp_qelem *, struct combat *,
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struct emp_qelem *, int, int);
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extern double att_reacting_units(struct combat *, struct emp_qelem *, int,
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int *, int);
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extern int att_get_support(int, int, int, int, int, struct emp_qelem *,
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struct combat *, struct emp_qelem *,
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struct combat *, double *, double *, int);
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extern int att_fight(int, struct combat *, struct emp_qelem *, double,
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struct combat *, struct emp_qelem *, double);
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extern int att_free_lists(struct emp_qelem *, struct emp_qelem *);
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extern char *att_mode[A_LBOARD + 1];
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#endif
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