static void unit_list(struct emp_qelem *unit_list) { struct emp_qelem *qp; struct emp_qelem *next; struct ulist *ulp; int type, npln, nch, nxl; struct empobj *unit; struct lndstr *lnd; struct shpstr *shp; if (CANT_HAPPEN(QEMPTY(unit_list))) return; qp = unit_list->q_back; ulp = (struct ulist *)qp; type = ulp->unit.gen.ef_type; if (CANT_HAPPEN(type != EF_LAND && type != EF_SHIP)) return; if (type == EF_LAND) pr("lnd# land type x,y a eff mil sh gun xl ln mu tech retr\n"); else pr("shp# ship type x,y fl eff mil sh gun pn he xl ln mob tech\n"); for (; qp != unit_list; qp = next) { next = qp->q_back; ulp = (struct ulist *)qp; lnd = &ulp->unit.land; shp = &ulp->unit.ship; unit = &ulp->unit.gen; if (CANT_HAPPEN(type != unit->ef_type)) continue; pr("%4d ", unit->uid); pr("%-16.16s ", empobj_chr_name(unit)); prxy("%4d,%-4d ", unit->x, unit->y); pr("%1.1s", &unit->group); pr("%4d%%", unit->effic); if (type == EF_LAND) { pr("%4d", lnd->lnd_item[I_MILIT]); pr("%4d", lnd->lnd_item[I_SHELL]); pr("%4d", lnd->lnd_item[I_GUN]); pr("%3d%3d", lnd_nxlight(lnd), lnd_nland(lnd)); } else { pr("%4d", shp->shp_item[I_MILIT]); pr("%4d", shp->shp_item[I_SHELL]); pr("%4d", shp->shp_item[I_GUN]); npln = shp_nplane(shp, &nch, &nxl, NULL); pr("%3d%3d%3d", npln - nch - nxl, nch, nxl); pr("%3d", shp_nland(shp)); } pr("%4d", unit->mobil); pr("%4d", unit->tech); if (type == EF_LAND) { pr("%4d%%", lnd->lnd_retreat); } pr("\n"); } }
int navi(void) { struct nstr_item ni_ship; struct emp_qelem ship_list; if (!snxtitem(&ni_ship, EF_SHIP, player->argp[1], NULL)) return RET_SYN; shp_sel(&ni_ship, &ship_list); if (QEMPTY(&ship_list)) { pr("No ships\n"); return RET_FAIL; } return unit_move(&ship_list); }
int march(void) { struct nstr_item ni_land; struct emp_qelem land_list; if (!snxtitem(&ni_land, EF_LAND, player->argp[1], NULL)) return RET_SYN; lnd_sel(&ni_land, &land_list); if (QEMPTY(&land_list)) { pr("No lands\n"); return RET_FAIL; } return unit_move(&land_list); }
static void switch_leader(struct emp_qelem *list, char *arg) { int uid = arg ? atoi(arg) : -1; struct emp_qelem *qp, *save; struct ulist *ulp; if (QEMPTY(list)) return; save = qp = list->q_back; do { emp_remque(qp); emp_insque(qp, list); qp = list->q_back; ulp = (struct ulist *)qp; if (ulp->unit.gen.uid == uid || uid == -1) break; } while (list->q_back != save); }
int unit_move(struct emp_qelem *list) { struct empobj *leader = get_leader(list); int leader_uid = leader->uid; int type = leader->ef_type; int moved, suppress_map, dir, stopping; char *cp; char path[1024]; unit_rad_map_set(list); pr("%s is %s\n", type == EF_SHIP ? "Flagship" : "Leader", unit_nameof(leader)); cp = ""; if (player->argp[2]) { strcpy(path, player->argp[2]); cp = unit_move_route(leader, path, sizeof(path)); if (!cp) cp = ""; } moved = suppress_map = 0; for (;;) { /* * Invariants: * - shp_may_nav() true for all ships * - lnd_may_mar() true for all land units * - leader is up-to-date * Implies all are in the same sector */ if (!*cp) { cp = unit_move_getpath(list, suppress_map, path); if (!cp) { if (type == EF_SHIP) { shp_nav_stay_behind(list, player->cnum); shp_nav_put(list, player->cnum); } else { lnd_mar_stay_behind(list, player->cnum); lnd_mar_put(list, player->cnum); } return RET_FAIL; } cp = unit_move_route(leader, path, sizeof(path)); if (!cp || !*cp) cp = "h"; suppress_map = 0; } else if ((dir = chkdir(*cp, DIR_STOP, DIR_LAST)) >= 0) { cp++; if (type == EF_SHIP) stopping = shp_nav_dir(list, dir, player->cnum) || shp_nav_gauntlet(list, 1, player->cnum); else { if (!moved && !lnd_abandon_askyn(list)) { lnd_mar_put(list, player->cnum); return RET_FAIL; } stopping = lnd_mar_dir(list, dir, player->cnum) || lnd_mar_gauntlet(list, 1, player->cnum); } if (dir == DIR_STOP) { CANT_HAPPEN(!QEMPTY(list)); return RET_OK; } moved = 1; if (stopping) cp = ""; } else { cp = unit_move_non_dir(list, cp, &suppress_map); if (!cp) { direrr("`%c' to stop", ", `%c' to view", NULL); pr(", `i' to list %s, `f' to change %s,\n", type == EF_SHIP ? "ships" : "units", type == EF_SHIP ? "flagship" : "leader"); pr("`r' to radar, %s`l' to look, `M' to map, `B' to bmap,\n", type == EF_SHIP ? "`s' to sonar, " : ""); pr("`d' to drop mines, and `m' to minesweep\n"); cp = ""; } } if (type == EF_SHIP) shp_nav_stay_behind(list, player->cnum); else lnd_mar_stay_behind(list, player->cnum); if (QEMPTY(list)) { pr("No %s left\n", type == EF_SHIP ? "ships" : "lands"); return RET_OK; } leader = get_leader(list); if (leader->uid != leader_uid) { leader_uid = leader->uid; pr("Changing %s to %s\n", leader->ef_type == EF_SHIP ? "flagship" : "leader", unit_nameof(leader)); } unit_rad_map_set(list); } }
static int msl_intercept(struct plnstr *msl, struct sctstr *sp, int sublaunch, struct emp_qelem *irvlist, char *att_name, char *def_name, int news_item) { struct plnstr *pp; struct emp_qelem *intlist; struct emp_qelem intfoo; struct emp_qelem *qp; struct emp_qelem *next; struct plist *ip; int icount = 0; short destroyed; char *who = sublaunch ? "" : cname(msl->pln_own); intlist = &intfoo; emp_initque(intlist); /* First choose interceptors belonging to the target sector */ /* only allow two defense missiles per missile attack */ for (qp = irvlist->q_forw; qp != irvlist && icount < 2; qp = next) { next = qp->q_forw; ip = (struct plist *)qp; pp = &ip->plane; if (pp->pln_own != sp->sct_own) continue; if (mission_pln_equip(ip, NULL, 'i') < 0) { emp_remque(qp); free(qp); continue; } /* got one interceptor, delete from irv_list and * add to int_list. */ emp_remque(qp); emp_insque(qp, intlist); putplane(pp->pln_uid, pp); icount++; } /* only allow two defense missiles per missile attack */ for (qp = irvlist->q_forw; qp != irvlist && icount < 2; qp = next) { next = qp->q_forw; ip = (struct plist *)qp; pp = &ip->plane; if (mission_pln_equip(ip, NULL, 'i') < 0) { emp_remque(qp); free(qp); continue; } /* got one interceptor, delete from irv_list and * add to int_list. */ emp_remque(qp); emp_insque(qp, intlist); putplane(pp->pln_uid, pp); icount++; } /* Now, clean out the queue */ while (!QEMPTY(irvlist)) { qp = irvlist->q_forw; emp_remque(qp); free(qp); } if (icount == 0) { mpr(sp->sct_own, "No %ss launched to intercept.\n", def_name); return 0; } /* attempt to destroy incoming missile */ destroyed = 0; while (!destroyed && !QEMPTY(intlist)) { qp = intlist->q_forw; ip = (struct plist *)qp; pp = &ip->plane; mpr(msl->pln_own, "%s %s launched in defense!\n", cname(pp->pln_own), def_name); if (sp->sct_own == pp->pln_own) { mpr(sp->sct_own, "%s launched to intercept %s %s!\n", def_name, who, att_name); } else { mpr(sp->sct_own, "%s launched an %s to intercept the %s %s!\n", cname(pp->pln_own), def_name, who, att_name); mpr(pp->pln_own, "%s launched to intercept %s %s arcing towards %s territory!\n", def_name, who, att_name, cname(sp->sct_own)); } if (msl_launch(pp, EF_PLANE, att_name, sp->sct_x, sp->sct_y, msl->pln_own, NULL) >= 0 && msl_hit(pp, pln_def(msl), EF_PLANE, 0, 0, 0, msl->pln_own)) { mpr(msl->pln_own, "%s destroyed by %s %s!\n", att_name, cname(pp->pln_own), def_name); mpr(sp->sct_own, "%s %s intercepted!\n", who, att_name); if (sp->sct_own != pp->pln_own) mpr(pp->pln_own, "%s %s intercepted!\n", who, att_name); if (sublaunch) nreport(pp->pln_own, news_item, 0, 1); else nreport(pp->pln_own, news_item, msl->pln_own, 1); destroyed = 1; } /* zap the missile */ pp->pln_effic = 0; putplane(pp->pln_uid, pp); emp_remque(qp); free(qp); } /* Clean out what is left in the list */ while (!QEMPTY(intlist)) { qp = intlist->q_forw; emp_remque(qp); free(qp); } if (destroyed) return 1; if (icount) { mpr(msl->pln_own, "%s made it through %s defenses!\n", att_name, def_name); mpr(sp->sct_own, "%s made it through %s defenses!\n", att_name, def_name); } return 0; }
int assa(void) { struct combat off[1]; /* assaulting ship */ struct combat def[1]; /* defending sector */ int fort_sup, ship_sup, land_sup, plane_sup; 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 */ char *p; char buf[1024]; int n; int ourtotal; struct emp_qelem *qp, *next; struct ulist *llp; int rel; att_combat_init(off, EF_SHIP); att_combat_init(def, EF_SECTOR); /* * Collect input from the assaulter */ /* What are we assaulting? */ 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_ASSAULT, NULL, def)) return RET_FAIL; /* * Ask the assaulter what he wants to assault with */ if ((off->shp_uid = onearg(player->argp[2], "Assault from ship # ")) < 0) { pr("You may only assault from one ship!\n"); return RET_FAIL; } if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); return RET_OK; } /* Show what we're assaulting */ att_show(def); /* Ask about offensive support */ att_ask_support(3, &fort_sup, &ship_sup, &land_sup, &plane_sup); if (att_abort(A_ASSAULT, off, def)) { att_empty_attack(A_ASSAULT, 0, def); return RET_OK; } /* Ask the player what he wants to assault with */ att_ask_offense(A_ASSAULT, off, def, &olist, &a_spy, &a_engineer); if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); att_empty_attack(A_ASSAULT, 0, def); return att_free_lists(&olist, NULL); } /* If we're assaulting our own sector, end here */ if (def->own == player->cnum) { if (off->troops) pr("You reinforce %s with %d troops\n", xyas(def->x, def->y, player->cnum), off->troops); if (off->troops || !QEMPTY(&olist)) att_move_in_off(A_ASSAULT, off, &olist, def); return RET_OK; } ototal = att_get_offense(A_ASSAULT, off, &olist, def); if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); att_empty_attack(A_ASSAULT, 0, def); return att_free_lists(&olist, NULL); } /* * We have now got all the answers from the assaulter. From this point * forward, we can assume that this battle is the _only_ thing * happening in the game. */ /* First, we check to see if the only thing we have are spies * assaulting. If so, we try to sneak them on land. If they * make it, the defenders don't see a thing. If they fail, well, * the spies die, and the defenders see them. */ ourtotal = 0; for (n = 0; n <= off->last; n++) { if (off[n].type == EF_BAD) continue; ourtotal += off[n].troops * att_combat_eff(off + n); } for (qp = olist.q_forw; qp != &olist; qp = next) { next = qp->q_forw; llp = (struct ulist *)qp; if (lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) continue; ourtotal++; } /* If no attacking forces (i.e. we got here with only spies) * then try to sneak on-land. */ if (!ourtotal) { pr("Trying to sneak on shore...\n"); for (qp = olist.q_forw; qp != &olist; qp = next) { next = qp->q_forw; llp = (struct ulist *)qp; rel = relations_with(def->own, player->cnum); if (chance(0.10) || rel == ALLIED || !def->own) { pr("%s made it on shore safely.\n", prland(&llp->unit.land)); llp->unit.land.lnd_x = def->x; llp->unit.land.lnd_y = def->y; llp->unit.land.lnd_ship = -1; putland(llp->unit.land.lnd_uid, &llp->unit.land); } else { pr("%s was spotted", prland(&llp->unit.land)); if (rel <= HOSTILE) { wu(0, def->own, "%s spy shot and killed in %s.\n", cname(player->cnum), xyas(def->x, def->y, def->own)); pr(" and was killed in the attempt.\n"); llp->unit.land.lnd_effic = 0; putland(llp->unit.land.lnd_uid, &llp->unit.land); lnd_put_one(llp); } else { wu(0, def->own, "%s spy spotted in %s.\n", cname(player->cnum), xyas(def->x, def->y, def->own)); pr(" but made it ok.\n"); llp->unit.land.lnd_x = def->x; llp->unit.land.lnd_y = def->y; llp->unit.land.lnd_ship = -1; putland(llp->unit.land.lnd_uid, &llp->unit.land); } } } return RET_OK; } /* Get the real defense */ att_get_defense(&olist, def, &dlist, a_spy, ototal); /* Get assaulter and defender support */ att_get_support(A_ASSAULT, fort_sup, ship_sup, land_sup, plane_sup, &olist, off, &dlist, def, &osupport, &dsupport, a_engineer); if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); att_empty_attack(A_ASSAULT, 0, def); return att_free_lists(&olist, &dlist); } /* * Death, carnage, and destruction. */ att_fight(A_ASSAULT, off, &olist, osupport, def, &dlist, dsupport); return RET_OK; }
int fly(void) { coord tx, ty; coord ax, ay; int ap_to_target; struct ichrstr *ip; char flightpath[MAX_PATH_LEN]; int cno; struct nstr_item ni_bomb; struct nstr_item ni_esc; union empobj_storage target; struct emp_qelem bomb_list; struct emp_qelem esc_list; int wantflags; struct sctstr ap_sect; char buf[1024]; wantflags = 0; if (get_planes(&ni_bomb, &ni_esc, player->argp[1], player->argp[2]) < 0) return RET_SYN; 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, MOB_FLY)) return RET_SYN; tx = ax; ty = ay; (void)pathtoxy(flightpath, &tx, &ty, fcost); pr("Ending sector is %s\n", xyas(tx, ty, player->cnum)); ip = whatitem(player->argp[5], "transport what? "); if (player->aborted) return RET_SYN; if (pln_where_to_land(tx, ty, &target, &wantflags) < 0) return RET_SYN; cno = target.gen.ef_type == EF_SHIP ? target.gen.uid : -1; if (ip && ip->i_uid == I_CIVIL) { if (target.gen.own != player->cnum) { pr("Your civilians refuse to board a flight abroad!\n"); return RET_FAIL; } if (target.gen.ef_type == EF_SECTOR && target.sect.sct_own != target.sect.sct_oldown) { pr("Can't fly civilians into occupied sectors.\n"); return RET_FAIL; } } ap_to_target = strlen(flightpath); 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, 1, wantflags, P_M | P_O); pln_sel(&ni_esc, &esc_list, &ap_sect, ap_to_target, 1, wantflags | P_ESC | P_F, P_M | P_O); if (cno >= 0 && !pln_can_land_on_carrier(&bomb_list, &esc_list, &target.ship)) { pr("Not enough room on ship #%d!\n", cno); return RET_FAIL; } /* * now arm and equip the bombers, transports, whatever. */ pln_arm(&bomb_list, ap_to_target, 't', ip); if (QEMPTY(&bomb_list)) { pr("No planes could be equipped for the mission.\n"); return RET_FAIL; } pln_arm(&esc_list, ap_to_target, 'e', NULL); ac_encounter(&bomb_list, &esc_list, ax, ay, flightpath, 0); if (QEMPTY(&bomb_list)) { pr("No planes got through fighter defenses\n"); } else { pln_dropoff(&bomb_list, ip, tx, ty, cno); pln_newlanding(&bomb_list, tx, ty, cno); pln_newlanding(&esc_list, tx, ty, cno); } pln_put(&bomb_list); pln_put(&esc_list); return RET_OK; }
int drop(void) { coord tx, ty; coord ax, ay; int ap_to_target; struct ichrstr *ip; 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]; if (get_planes(&ni_bomb, &ni_esc, player->argp[1], player->argp[2]) < 0) return RET_SYN; 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, MOB_FLY)) return RET_SYN; tx = ax; ty = ay; (void)pathtoxy(flightpath, &tx, &ty, fcost); pr("target is %s\n", xyas(tx, ty, player->cnum)); if (!(ip = whatitem(player->argp[5], "Drop off what? "))) return RET_SYN; getsect(tx, ty, &target); if (relations_with(target.sct_own, player->cnum) == ALLIED) { /* own or allied sector: cargo drop */ if (ip->i_uid == I_CIVIL) { if (target.sct_own != player->cnum) { pr("Your civilians refuse to board a flight abroad!\n"); return RET_FAIL; } if (target.sct_own != target.sct_oldown) { pr("Can't drop civilians into occupied sectors.\n"); return RET_FAIL; } } wantflags = P_C; } else { /* into the unknown... */ if (ip->i_uid != I_SHELL) { pr("You don't own %s!\n", xyas(tx, ty, player->cnum)); return RET_FAIL; } /* mine drop */ wantflags = P_MINE; } 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, 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. */ pln_arm(&bomb_list, 2 * ap_to_target, wantflags & P_MINE ? 'm' : 'd', ip); if (QEMPTY(&bomb_list)) { pr("No planes could be equipped for the mission.\n"); return RET_FAIL; } pln_arm(&esc_list, 2 * ap_to_target, 'e', NULL); ac_encounter(&bomb_list, &esc_list, ax, ay, flightpath, 0); if (QEMPTY(&bomb_list)) { pr("No planes got through fighter defenses\n"); } else { if (wantflags & P_MINE) pln_mine(&bomb_list, tx, ty); else pln_dropoff(&bomb_list, ip, tx, ty, -1); } pln_put(&bomb_list); pln_put(&esc_list); return RET_OK; }