/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2009, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * 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.
*
* ---
*
* lboard.c: Board an enemy land unit (heavily borrowing from boar.c)
- *
+ *
* Known contributors to this file:
* Steve McClure, 1998
*/
-#include <math.h>
-#include "misc.h"
-#include "player.h"
-#include "file.h"
-#include "var.h"
-#include "sect.h"
-#include "path.h"
-#include "news.h"
-#include "treaty.h"
-#include "nat.h"
-#include "xy.h"
+#include <config.h>
+
+#include "combat.h"
+#include "commands.h"
#include "land.h"
-#include "nsc.h"
#include "mission.h"
+#include "path.h"
#include "ship.h"
-#include "combat.h"
-#include "retreat.h"
-#include "commands.h"
int
lboa(void)
{
- struct combat off[1]; /* boarding sector */
- struct combat def[1]; /* defending land unit */
- struct emp_qelem olist; /* boarding units */
- struct emp_qelem dlist; /* defending units */
- int ototal; /* total boarding strength */
- int a_engineer = 0; /* boarder engineers are present */
- int a_spy = 0; /* the best boarder scout */
- struct sctstr sect;
- struct lndstr land;
- s_char *p;
- s_char buf[1024];
-
+ struct combat off[1]; /* boarding sector */
+ struct combat def[1]; /* defending land unit */
+ struct emp_qelem olist; /* boarding units */
+ struct emp_qelem dlist; /* defending units */
+ int ototal; /* total boarding strength */
+ int a_engineer = 0; /* boarder engineers are present */
+ int a_spy = 0; /* the best boarder scout */
+ struct sctstr sect;
+ struct lndstr land;
+ char *p;
+ char buf[1024];
+
att_combat_init(def, EF_LAND);
/*
* Collect input from the boarder
*/
-
+
/* What are we boarding? */
-
+
if (!(p = getstarg(player->argp[1], "Victim land unit #? ", buf)) ||
(def->lnd_uid = atoi(p)) < 0)
return RET_SYN;
-
+
/*
* Ask the boarder what sector they want to board with
*/
-
+
/* Note: if we allow land units to board other land units, we need
* to make sure the code will allow that */
if (!(p = getstarg(player->argp[2], "Boarding party from? ", buf)))
return RET_SYN;
getsect(off->x, off->y, §);
if (sect.sct_own != player->cnum) {
- pr("You don't own %s!\n",
- xyas(off->x, off->y, player->cnum));
+ pr("You don't own %s!\n", xyas(off->x, off->y, player->cnum));
return RET_SYN;
}
if (sect.sct_mobil <= 0) {
pr("Land unit boarding aborted\n");
return RET_OK;
}
-
+
/* Show what we're boarding */
-
+
if (att_show(def))
return RET_FAIL;
-
+
/* Ask the player what he wants to board with */
-
+
att_ask_offense(A_LBOARD, off, def, &olist, &a_spy, &a_engineer);
if (att_abort(A_LBOARD, off, def)) {
pr("Land unit boarding aborted\n");
att_empty_attack(A_LBOARD, 0, def);
return att_free_lists(&olist, 0);
}
-
- /*
- * Estimate the defense strength and give the player a chance to abort
- */
-
- ototal = att_estimate_defense(A_LBOARD, off, &olist, def, a_spy);
+
+ ototal = att_get_offense(A_LBOARD, off, &olist, def);
if (att_abort(A_LBOARD, off, def)) {
pr("Land unit boarding aborted\n");
att_empty_attack(A_LBOARD, 0, def);
return att_free_lists(&olist, 0);
}
-
+
/*
* We have now got all the answers from the boarder. From this point
* forward, we can assume that this battle is the _only_ thing
* happening in the game.
*/
-
+
/* Get the real defense */
-
+
att_get_defense(&olist, def, &dlist, a_spy, ototal);
-
+
/*
* Death, carnage, and destruction.
*/
-
- if (!(att_fight(A_LBOARD,off,&olist,1.0,def,&dlist,1.0))) {
+
+ if (!(att_fight(A_LBOARD, off, &olist, 1.0, def, &dlist, 1.0))) {
getland(def->lnd_uid, &land);
- /* Now what? Don't bother retreating? No flag for it (yet) */
+ /*
+ * What about retreat on RET_BOARDED? Well, land units can't
+ * move when the boarder is hostile, and retreating when he
+ * isn't is not useful.
+ */
}
-
+
return RET_OK;
}
-