1 /*
2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure, Markus Armbruster
5 *
6 * Empire is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see <http://www.gnu.org/licenses/>.
18 *
19 * ---
20 *
21 * See files README, COPYING and CREDITS in the root of the source
22 * tree for related information and legal notices. It is expected
23 * that future projects/authors will amend these files as needed.
24 *
25 * ---
26 *
27 * detonate.c: Detonate a nuclear device in a sector.
28 *
29 * Known contributors to this file:
30 * Steve McClure, 1998-2000
31 * Markus Armbruster, 2004-2012
32 */
33
34 #include <config.h>
35
36 #include "chance.h"
37 #include "land.h"
38 #include "map.h"
39 #include "misc.h"
40 #include "nat.h"
41 #include "news.h"
42 #include "nsc.h"
43 #include "nuke.h"
44 #include "optlist.h"
45 #include "plane.h"
46 #include "player.h"
47 #include "prototypes.h"
48 #include "sect.h"
49 #include "ship.h"
50 #include "xy.h"
51
52 static void kaboom(int x, int y, int rad);
53
54 int
detonate(struct nukstr * np,coord x,coord y,int airburst)55 detonate(struct nukstr *np, coord x, coord y, int airburst)
56 {
57 int nuketype = np->nuk_type;
58 struct nchrstr *ncp;
59 struct plnstr plane;
60 struct sctstr sect;
61 struct shpstr ship;
62 struct lndstr land;
63 struct nukstr nuke;
64 natid own;
65 int type;
66 int damage;
67 int fallout;
68 int rad;
69 struct nstr_sect ns;
70 struct nstr_item ni;
71 int changed = 0;
72
73 pr("Releasing RVs for %s detonation...\n",
74 airburst ? "airburst" : "groundburst");
75
76 getsect(x, y, §);
77 ncp = &nchr[nuketype];
78 kaboom(x, y, ncp->n_blast);
79 rad = ncp->n_blast;
80 if (!airburst)
81 rad = rad * 2 / 3;
82 if (sect.sct_type == SCT_WATER)
83 rad = 0; /* Nukes falling on water affect only 1 sector */
84 np->nuk_effic = 0;
85 putnuke(np->nuk_uid, np);
86
87 snxtsct_dist(&ns, x, y, rad);
88 while (nxtsct(&ns, §)) {
89 own = sect.sct_own;
90 type = sect.sct_type;
91 if ((damage = nukedamage(ncp, ns.curdist, airburst)) <= 0)
92 continue;
93 if (type == SCT_SANCT) {
94 pr("bounced off %s\n", xyas(ns.x, ns.y, player->cnum));
95 mpr(own, "%s nuclear device bounced off %s\n",
96 cname(player->cnum), xyas(ns.x, ns.y, own));
97 nreport(player->cnum, N_NUKE, own, 1);
98 continue;
99 }
100 sect_damage(§, damage);
101 if (opt_FALLOUT) {
102 fallout = sect.sct_fallout;
103 if (ncp->n_flags & N_NEUT)
104 fallout += damage * 30;
105 else
106 fallout += damage * 3;
107 sect.sct_fallout = MIN(fallout, FALLOUT_MAX);
108 }
109 if (damage > 100) {
110 sect.sct_oldown = 0;
111 sect.sct_own = 0;
112 if (type == SCT_WATER || type == SCT_BSPAN ||
113 type == SCT_BTOWER) {
114 if (type != SCT_WATER) {
115 pr("left nothing but water in %s\n",
116 xyas(ns.x, ns.y, player->cnum));
117 if (own != player->cnum)
118 mpr(own,
119 "%s nuclear device left nothing but water in %s\n",
120 cname(player->cnum), xyas(ns.x, ns.y, own));
121 sect.sct_newtype = SCT_WATER;
122 sect.sct_type = SCT_WATER;
123 }
124 } else {
125 sect.sct_newtype = SCT_WASTE;
126 sect.sct_type = SCT_WASTE;
127 pr("turned %s into a radioactive wasteland\n",
128 xyas(ns.x, ns.y, player->cnum));
129 if (own != player->cnum)
130 mpr(own,
131 "%s nuclear device turned %s into a radioactive wasteland\n",
132 cname(player->cnum), xyas(ns.x, ns.y, own));
133 }
134 changed |= map_set(player->cnum, sect.sct_x, sect.sct_y,
135 dchr[sect.sct_type].d_mnem, 0);
136 } else {
137 pr("did %d%% damage in %s\n",
138 damage, xyas(ns.x, ns.y, player->cnum));
139 if (own != player->cnum)
140 mpr(own, "%s nuclear device did %d%% damage in %s\n",
141 cname(player->cnum), damage, xyas(ns.x, ns.y, own));
142 }
143 (void)putsect(§);
144 if (type != SCT_WATER)
145 nreport(player->cnum, N_NUKE, own, 1);
146 }
147
148 if (changed)
149 writebmap(player->cnum);
150
151 snxtitem_dist(&ni, EF_PLANE, x, y, rad);
152 while (nxtitem(&ni, &plane)) {
153 if ((own = plane.pln_own) == 0)
154 continue;
155 if (plane.pln_flags & PLN_LAUNCHED)
156 continue;
157 damage = nukedamage(ncp, ni.curdist, airburst) - plane.pln_harden;
158 if (damage <= 0)
159 continue;
160 if (plane.pln_ship >= 0) {
161 /* Are we on a sub? */
162 getship(plane.pln_ship, &ship);
163
164 if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
165 struct sctstr sect1;
166
167 /* Should we damage this sub? */
168 getsect(ship.shp_x, ship.shp_y, §1);
169
170 if (sect1.sct_type == SCT_BSPAN ||
171 sect1.sct_type == SCT_BTOWER ||
172 sect1.sct_type == SCT_WATER) {
173 /* Ok, we're not in a harbor or trapped
174 inland. Now, did we get pasted
175 directly? */
176 if (ship.shp_x != x || ship.shp_y != y) {
177 /* Nope, so don't mess with it */
178 continue;
179 }
180 }
181 }
182 }
183 planedamage(&plane, damage);
184 if (own == player->cnum) {
185 pr("%s at %s reports %d%% damage\n",
186 prplane(&plane),
187 xyas(plane.pln_x, plane.pln_y, player->cnum), damage);
188 } else {
189 mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
190 cname(player->cnum), damage,
191 prplane(&plane), xyas(plane.pln_x, plane.pln_y, own));
192 }
193 putplane(ni.cur, &plane);
194 }
195
196 snxtitem_dist(&ni, EF_LAND, x, y, rad);
197 while (nxtitem(&ni, &land)) {
198 if ((own = land.lnd_own) == 0)
199 continue;
200 if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
201 continue;
202
203 if (land.lnd_ship >= 0) {
204 /* Are we on a sub? */
205 getship(land.lnd_ship, &ship);
206
207 if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
208 struct sctstr sect1;
209
210 /* Should we damage this sub? */
211 getsect(ship.shp_x, ship.shp_y, §1);
212
213 if (sect1.sct_type == SCT_BSPAN ||
214 sect1.sct_type == SCT_BTOWER ||
215 sect1.sct_type == SCT_WATER) {
216 /* Ok, we're not in a harbor or trapped
217 inland. Now, did we get pasted
218 directly? */
219 if (ship.shp_x != x || ship.shp_y != y) {
220 /* Nope, so don't mess with it */
221 continue;
222 }
223 }
224 }
225 }
226 land_damage(&land, damage);
227 if (own == player->cnum) {
228 pr("%s at %s reports %d%% damage\n",
229 prland(&land), xyas(land.lnd_x, land.lnd_y, player->cnum),
230 damage);
231 } else {
232 mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
233 cname(player->cnum), damage,
234 prland(&land), xyas(land.lnd_x, land.lnd_y, own));
235 }
236 putland(land.lnd_uid, &land);
237 }
238
239 snxtitem_dist(&ni, EF_SHIP, x, y, rad);
240 while (nxtitem(&ni, &ship)) {
241 if ((own = ship.shp_own) == 0)
242 continue;
243 if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
244 continue;
245 if (mchr[(int)ship.shp_type].m_flags & M_SUB) {
246 struct sctstr sect1;
247
248 /* Should we damage this sub? */
249 getsect(ship.shp_x, ship.shp_y, §1);
250
251 if (sect1.sct_type == SCT_BSPAN ||
252 sect1.sct_type == SCT_BTOWER ||
253 sect1.sct_type == SCT_WATER) {
254 /* Ok, we're not in a harbor or trapped
255 inland. Now, did we get pasted
256 directly? */
257 if (ship.shp_x != x || ship.shp_y != y) {
258 /* Nope, so don't mess with it */
259 continue;
260 }
261 }
262 }
263 ship_damage(&ship, damage);
264 if (own == player->cnum) {
265 pr("%s at %s reports %d%% damage\n",
266 prship(&ship), xyas(ship.shp_x, ship.shp_y, player->cnum),
267 damage);
268 } else {
269 mpr(own, "%s nuclear device did %d%% damage to %s at %s\n",
270 cname(player->cnum), damage, prship(&ship),
271 xyas(ship.shp_x, ship.shp_y, own));
272 }
273 putship(ship.shp_uid, &ship);
274 }
275
276 snxtitem_dist(&ni, EF_NUKE, x, y, rad);
277 while (nxtitem(&ni, &nuke)) {
278 if ((own = nuke.nuk_own) == 0)
279 continue;
280 if ((damage = nukedamage(ncp, ni.curdist, airburst)) <= 0)
281 continue;
282 if (!pct_chance(damage))
283 continue;
284 nuke.nuk_effic = 0;
285 if (own == player->cnum) {
286 pr("%s at %s destroyed\n",
287 prnuke(&nuke), xyas(nuke.nuk_x, nuke.nuk_y, player->cnum));
288 } else {
289 mpr(own, "%s nuclear device destroyed %s at %s\n",
290 cname(player->cnum), prnuke(&nuke),
291 xyas(nuke.nuk_x, nuke.nuk_y, own));
292 }
293 putnuke(ni.cur, &nuke);
294 }
295
296 return nukedamage(ncp, 0, airburst);
297 }
298
299
300 /*
301 * silly to be sure.
302 */
303 static void
kaboom(int x,int y,int rad)304 kaboom(int x, int y, int rad)
305 {
306 pr("\n\nK A B O O ");
307 while (rad-- > 1)
308 pr("O O ");
309 pr("M ! in %s\n\n", xyas(x, y, player->cnum));
310 }
311