empserver/src/lib/subs/fortdef.c
Markus Armbruster e8595066d1 Factor out common fortress fire code into fort_fire()
This takes care of a number of bugs / inconsistencies:

* sb() fired support even when there were not enough mil.

* Shell resupply bugs: multifire() and quiet_bigdef() resupplied
  shells before checking all other requirements and could thus get
  more shells than actually needed.

Rename landgun() to fortgun() for consistency.
2008-03-14 20:25:37 +01:00

211 lines
5.8 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2008, 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.
*
* ---
*
* fortdef.c: Fort defends an area.
*
* Known contributors to this file:
*
*/
/*
* The base routines can also be used for general purposes.
* Noisy tells whther to send teles, print things, etc.
* Defending tells whether they are being defensive, or offensive.
*/
#include <config.h>
#include "file.h"
#include "nat.h"
#include "news.h"
#include "optlist.h"
#include "prototypes.h"
#include "sect.h"
#include "ship.h"
#define NOISY 1
static int sb(natid, natid, struct sctstr *, coord, coord, int, int);
/*
* See if any nearby ships will open up on the attacker
* Return damage done to attacker, if any.
* Subtracts shells used for firing. Responding ships
* require military, shells, and guns.
*/
int
shipdef(natid att, natid own, coord x, coord y)
{
return sd(att, own, x, y, NOISY, 1, 1);
}
int
sd(natid att, natid own, coord x, coord y, int noisy, int defending,
int usesubs)
{
int nshot;
int range;
double eff;
struct shpstr ship;
struct nstr_item ni;
int shell;
int dam, rel, rel2;
if (own == 0)
return 0;
if (att == own)
return 0;
eff = 1.0;
snxtitem_dist(&ni, EF_SHIP, x, y, 8);
while (nxtitem(&ni, &ship) && eff > 0.30) {
if (ship.shp_own == att)
continue;
if (ship.shp_own == 0)
continue;
rel = getrel(getnatp(ship.shp_own), own);
rel2 = getrel(getnatp(ship.shp_own), att);
if ((ship.shp_own != own) && ((rel != ALLIED) || (rel2 != AT_WAR)))
continue;
if (ship.shp_effic < 60)
continue;
if ((mchr[(int)ship.shp_type].m_flags & M_SUB) && !usesubs)
continue;
range = roundrange(effrange(ship.shp_frnge, ship.shp_tech));
if (range < ni.curdist)
continue;
/* must have gun, shell, and milit to fire */
shell = ship.shp_item[I_SHELL];
if (shell < ship.shp_glim)
shell += supply_commod(ship.shp_own, ship.shp_x, ship.shp_y,
I_SHELL, shell - ship.shp_glim);
nshot = MIN(MIN(ship.shp_item[I_GUN], shell), ship.shp_item[I_MILIT]);
nshot = MIN(nshot, ship.shp_glim);
if (nshot <= 0)
continue;
ship.shp_item[I_SHELL] = shell - nshot;
putship(ship.shp_uid, &ship);
if (defending)
nreport(ship.shp_own, N_FIRE_BACK, att, 1);
else
nreport(ship.shp_own, N_FIRE_S_ATTACK, att, 1);
dam = seagun(ship.shp_effic, nshot);
eff *= (1.0 - (0.01 * dam));
if (noisy) {
pr_beep();
pr("Incoming shell%s %d damage!\n",
nshot == 1 ? " does" : "s do", dam);
}
if (noisy || (ship.shp_own != own)) {
if (ship.shp_own == own)
wu(0, own, "%s fired on %s at %s doing %d damage.\n",
prship(&ship), cname(att), xyas(x, y, own), dam);
else {
if (defending)
wu(0, ship.shp_own,
"%s fired on %s at %s in defense of %s, doing %d damage.\n",
prship(&ship), cname(att), xyas(x, y, ship.shp_own),
cname(own), dam);
else
wu(0, ship.shp_own,
"%s supported %s attacks against %s at %s, doing %d damage.\n",
prship(&ship), cname(own), cname(att),
xyas(x, y, ship.shp_own), dam);
}
}
}
return (int)(100 - eff * 100);
}
int
dd(natid att, natid def_own, coord ax, coord ay, int noisy, int defending)
{
int dam, rel, rel2;
struct sctstr firing;
struct nstr_sect ns;
if (opt_NO_FORT_FIRE) /* Forts can't fire! */
return 0;
if (def_own == 0)
return 0;
if (att == def_own)
return 0;
dam = 0;
snxtsct_dist(&ns, ax, ay, 8);
while (nxtsct(&ns, &firing) && dam < 80) {
if (firing.sct_own == att)
continue;
if (firing.sct_own == 0)
continue;
rel = getrel(getnatp(firing.sct_own), def_own);
rel2 = getrel(getnatp(firing.sct_own), att);
if (firing.sct_own != def_own && (rel != ALLIED || rel2 != AT_WAR))
continue;
/* XXX defdef damage is additive, but ship or land unit damage isn't */
dam += sb(att, def_own, &firing, ax, ay, noisy, defending);
}
return dam;
}
/* Shoot back
*
* See if the sector being fired at will defend itself.
*/
static int
sb(natid att, natid def, struct sctstr *sp, coord tx, coord ty, int noisy,
int defending)
{
int damage;
natid own;
int range, range2;
own = sp->sct_own;
if (own == 0)
return 0;
if (att == own)
return 0;
range = roundrange(fortrange(sp));
range2 = mapdist(sp->sct_x, sp->sct_y, tx, ty);
if (range < range2)
return 0;
damage = fort_fire(sp);
putsect(sp);
if (damage < 0)
return 0;
if (sp->sct_own != def)
wu(0, sp->sct_own,
"%s fired on %s in %s in defense of %s, doing %d damage!\n",
xyas(sp->sct_x, sp->sct_y, sp->sct_own), cname(att),
xyas(tx, ty, sp->sct_own), cname(def), damage);
if (defending)
nreport(sp->sct_own, N_FIRE_BACK, att, 1);
else
nreport(sp->sct_own, N_FIRE_F_ATTACK, att, 1);
if (noisy)
pr("Incoming shell! %d damage done.\007\n", damage);
return damage;
}