empserver/src/lib/commands/para.c
Markus Armbruster e42053d928 Break inclusion cycle: prototypes.h and commands.h included each
other.  Ensure headers in include/ can be included in any order
(except for econfig-spec.h, which is special).  New header types.h to
help avoid inclusion cycles.  Sort include directives.  Remove some
superflous includes.
2006-07-10 06:37:23 +00:00

191 lines
5.4 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.
*
* ---
*
* para.c: Drop paratroopers onto a sector
*
* Known contributors to this file:
* Dave Pare, 1986
* Ken Stevens, 1995
*/
#include <config.h>
#include "combat.h"
#include "commands.h"
#include "item.h"
#include "land.h"
#include "mission.h"
#include "path.h"
#include "plane.h"
#include "ship.h"
static int paradrop(struct emp_qelem *list, coord x, coord y);
int
para(void)
{
int mission_flags;
coord tx, ty;
coord ax, ay;
int ap_to_target;
char flightpath[MAX_PATH_LEN];
struct nstr_item ni_bomb;
struct nstr_item ni_esc;
struct sctstr target;
struct emp_qelem bomb_list;
struct emp_qelem esc_list;
int wantflags;
struct sctstr ap_sect;
char buf[1024];
wantflags = P_P;
if (!snxtitem(&ni_bomb, EF_PLANE, player->argp[1]))
return RET_SYN;
if (!snxtitem(&ni_esc, EF_PLANE,
getstarg(player->argp[2], "escort(s)? ", buf)))
pr("No escorts...\n");
if (!get_assembly_point(player->argp[3], &ap_sect, buf))
return RET_SYN;
ax = ap_sect.sct_x;
ay = ap_sect.sct_y;
if (getpath(flightpath, player->argp[4], ax, ay, 0, 0, P_FLYING) == 0
|| *flightpath == 0)
return RET_SYN;
tx = ax;
ty = ay;
(void)pathtoxy(flightpath, &tx, &ty, fcost);
getsect(tx, ty, &target);
pr("LZ is %s\n", xyas(tx, ty, player->cnum));
ap_to_target = strlen(flightpath);
if (flightpath[ap_to_target - 1] == 'h')
ap_to_target--;
pr("range to target is %d\n", ap_to_target);
/*
* select planes within range
*/
pln_sel(&ni_bomb, &bomb_list, &ap_sect, ap_to_target,
2, P_C | wantflags, P_M | P_O);
pln_sel(&ni_esc, &esc_list, &ap_sect, ap_to_target,
2, P_ESC | P_F, P_M | P_O);
/*
* now arm and equip the bombers, transports, whatever.
*/
mission_flags = 0;
mission_flags |= P_X; /* stealth (shhh) */
mission_flags |= P_H; /* gets turned off if not all choppers */
mission_flags = pln_arm(&bomb_list, 2 * ap_to_target, 'a',
&ichr[I_MILIT], 0, mission_flags);
if (QEMPTY(&bomb_list)) {
pr("No planes could be equipped for the mission.\n");
return RET_FAIL;
}
mission_flags = pln_arm(&esc_list, 2 * ap_to_target, 'a',
&ichr[I_MILIT], P_ESC | P_F, mission_flags);
ac_encounter(&bomb_list, &esc_list, ax, ay, flightpath, mission_flags,
0, 0, 0);
if (QEMPTY(&bomb_list)) {
pr("No planes got through fighter defenses\n");
} else {
getsect(tx, ty, &target);
paradrop(&bomb_list, tx, ty);
}
pln_put(&bomb_list);
pln_put(&esc_list);
return RET_OK;
}
static int
paradrop(struct emp_qelem *list, coord x, coord y)
{
struct combat off[1]; /* assaulting ship or sector */
struct combat def[1]; /* defending ship */
struct emp_qelem olist; /* assaulting units */
struct emp_qelem dlist; /* defending units */
int ototal; /* total assaulting strength */
int a_engineer = 0; /* assaulter engineers are present */
int a_spy = 0; /* the best assaulter scout */
double osupport = 1.0; /* assault support */
double dsupport = 1.0; /* defense support */
struct plist *plp;
struct emp_qelem *qp;
/* Check for valid attack */
att_combat_init(def, EF_SECTOR);
def->x = x;
def->y = y;
if (att_abort(A_PARA, 0, def))
return RET_FAIL;
/* Show what we're air-assaulting, and check treaties */
if (att_show(def))
return RET_FAIL;
/* set what we're air-assaulting with */
emp_initque(&olist);
att_combat_init(off, EF_PLANE);
for (qp = list->q_forw; qp != list; qp = qp->q_forw) {
plp = (struct plist *)qp;
if (plp->pcp->pl_flags & (P_V | P_C))
off->troops += plp->misc;
}
off->mil = off->troops;
if (att_abort(A_PARA, off, def)) {
pr("Air-Assault aborted\n");
return RET_OK;
}
ototal = att_get_offense(A_PARA, off, &olist, def);
if (att_abort(A_PARA, off, def)) {
pr("Air-assault aborted\n");
return RET_OK;
}
/* Get the defense */
att_get_defense(&olist, def, &dlist, a_spy, ototal);
/* Get defender support */
att_get_support(A_PARA, 0, 0, 0, 0,
&olist, off, &dlist, def, &osupport, &dsupport,
a_engineer);
if (att_abort(A_PARA, off, def)) {
pr("Air-assault aborted\n");
return RET_OK;
}
/*
* Death, carnage, and destruction.
*/
att_fight(A_PARA, off, &olist, osupport, def, &dlist, dsupport);
return RET_OK;
}