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.
211 lines
5.8 KiB
C
211 lines
5.8 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program 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 2 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, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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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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* fortdef.c: Fort defends an area.
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*
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* Known contributors to this file:
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*
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*/
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/*
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* The base routines can also be used for general purposes.
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* Noisy tells whther to send teles, print things, etc.
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* Defending tells whether they are being defensive, or offensive.
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*/
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#include <config.h>
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#include "file.h"
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#include "nat.h"
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#include "news.h"
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#include "optlist.h"
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#include "prototypes.h"
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#include "sect.h"
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#include "ship.h"
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#define NOISY 1
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static int sb(natid, natid, struct sctstr *, coord, coord, int, int);
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/*
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* See if any nearby ships will open up on the attacker
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* Return damage done to attacker, if any.
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* Subtracts shells used for firing. Responding ships
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* require military, shells, and guns.
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*/
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int
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shipdef(natid att, natid own, coord x, coord y)
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{
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return sd(att, own, x, y, NOISY, 1, 1);
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}
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int
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sd(natid att, natid own, coord x, coord y, int noisy, int defending,
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int usesubs)
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{
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int nshot;
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int range;
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double eff;
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struct shpstr ship;
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struct nstr_item ni;
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int shell;
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int dam, rel, rel2;
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if (own == 0)
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return 0;
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if (att == own)
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return 0;
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eff = 1.0;
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snxtitem_dist(&ni, EF_SHIP, x, y, 8);
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while (nxtitem(&ni, &ship) && eff > 0.30) {
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if (ship.shp_own == att)
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continue;
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if (ship.shp_own == 0)
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continue;
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rel = getrel(getnatp(ship.shp_own), own);
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rel2 = getrel(getnatp(ship.shp_own), att);
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if ((ship.shp_own != own) && ((rel != ALLIED) || (rel2 != AT_WAR)))
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continue;
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if (ship.shp_effic < 60)
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continue;
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if ((mchr[(int)ship.shp_type].m_flags & M_SUB) && !usesubs)
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continue;
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range = roundrange(effrange(ship.shp_frnge, ship.shp_tech));
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if (range < ni.curdist)
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continue;
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/* must have gun, shell, and milit to fire */
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shell = ship.shp_item[I_SHELL];
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if (shell < ship.shp_glim)
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shell += supply_commod(ship.shp_own, ship.shp_x, ship.shp_y,
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I_SHELL, shell - ship.shp_glim);
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nshot = MIN(MIN(ship.shp_item[I_GUN], shell), ship.shp_item[I_MILIT]);
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nshot = MIN(nshot, ship.shp_glim);
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if (nshot <= 0)
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continue;
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ship.shp_item[I_SHELL] = shell - nshot;
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putship(ship.shp_uid, &ship);
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if (defending)
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nreport(ship.shp_own, N_FIRE_BACK, att, 1);
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else
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nreport(ship.shp_own, N_FIRE_S_ATTACK, att, 1);
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dam = seagun(ship.shp_effic, nshot);
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eff *= (1.0 - (0.01 * dam));
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if (noisy) {
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pr_beep();
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pr("Incoming shell%s %d damage!\n",
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nshot == 1 ? " does" : "s do", dam);
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}
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if (noisy || (ship.shp_own != own)) {
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if (ship.shp_own == own)
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wu(0, own, "%s fired on %s at %s doing %d damage.\n",
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prship(&ship), cname(att), xyas(x, y, own), dam);
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else {
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if (defending)
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wu(0, ship.shp_own,
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"%s fired on %s at %s in defense of %s, doing %d damage.\n",
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prship(&ship), cname(att), xyas(x, y, ship.shp_own),
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cname(own), dam);
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else
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wu(0, ship.shp_own,
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"%s supported %s attacks against %s at %s, doing %d damage.\n",
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prship(&ship), cname(own), cname(att),
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xyas(x, y, ship.shp_own), dam);
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}
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}
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}
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return (int)(100 - eff * 100);
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}
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int
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dd(natid att, natid def_own, coord ax, coord ay, int noisy, int defending)
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{
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int dam, rel, rel2;
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struct sctstr firing;
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struct nstr_sect ns;
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if (opt_NO_FORT_FIRE) /* Forts can't fire! */
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return 0;
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if (def_own == 0)
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return 0;
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if (att == def_own)
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return 0;
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dam = 0;
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snxtsct_dist(&ns, ax, ay, 8);
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while (nxtsct(&ns, &firing) && dam < 80) {
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if (firing.sct_own == att)
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continue;
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if (firing.sct_own == 0)
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continue;
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rel = getrel(getnatp(firing.sct_own), def_own);
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rel2 = getrel(getnatp(firing.sct_own), att);
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if (firing.sct_own != def_own && (rel != ALLIED || rel2 != AT_WAR))
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continue;
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/* XXX defdef damage is additive, but ship or land unit damage isn't */
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dam += sb(att, def_own, &firing, ax, ay, noisy, defending);
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}
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return dam;
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}
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/* Shoot back
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*
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* See if the sector being fired at will defend itself.
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*/
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static int
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sb(natid att, natid def, struct sctstr *sp, coord tx, coord ty, int noisy,
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int defending)
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{
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int damage;
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natid own;
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int range, range2;
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own = sp->sct_own;
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if (own == 0)
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return 0;
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if (att == own)
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return 0;
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range = roundrange(fortrange(sp));
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range2 = mapdist(sp->sct_x, sp->sct_y, tx, ty);
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if (range < range2)
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return 0;
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damage = fort_fire(sp);
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putsect(sp);
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if (damage < 0)
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return 0;
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if (sp->sct_own != def)
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wu(0, sp->sct_own,
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"%s fired on %s in %s in defense of %s, doing %d damage!\n",
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xyas(sp->sct_x, sp->sct_y, sp->sct_own), cname(att),
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xyas(tx, ty, sp->sct_own), cname(def), damage);
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if (defending)
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nreport(sp->sct_own, N_FIRE_BACK, att, 1);
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else
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nreport(sp->sct_own, N_FIRE_F_ATTACK, att, 1);
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if (noisy)
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pr("Incoming shell! %d damage done.\007\n", damage);
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return damage;
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}
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