Indented with src/scripts/indent-emp.
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437 changed files with 52211 additions and 51052 deletions
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@ -53,135 +53,133 @@
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int
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boar(void)
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{
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struct combat off[1]; /* boarding ship or sector */
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struct combat def[1]; /* defending ship */
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struct emp_qelem olist; /* boarding units */
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struct emp_qelem dlist; /* defending units */
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int ototal; /* total boarding strength */
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int a_engineer = 0; /* boarder engineers are present */
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int a_spy = 0; /* the best boarder scout */
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struct shpstr ship; /* for retreating */
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struct sctstr sect;
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struct lndstr land;
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struct nstr_item ni;
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int foundland;
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s_char *p;
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s_char buf[1024];
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struct combat off[1]; /* boarding ship or sector */
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struct combat def[1]; /* defending ship */
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struct emp_qelem olist; /* boarding units */
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struct emp_qelem dlist; /* defending units */
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int ototal; /* total boarding strength */
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int a_engineer = 0; /* boarder engineers are present */
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int a_spy = 0; /* the best boarder scout */
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struct shpstr ship; /* for retreating */
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struct sctstr sect;
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struct lndstr land;
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struct nstr_item ni;
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int foundland;
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s_char *p;
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s_char buf[1024];
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att_combat_init(def, EF_SHIP);
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/*
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* Collect input from the boarder
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*/
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att_combat_init(def, EF_SHIP);
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/*
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* Collect input from the boarder
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*/
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/* What are we boarding? */
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/* What are we boarding? */
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if (!(p = getstarg(player->argp[1], "Victim ship #? ", buf)) ||
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(def->shp_uid = atoi(p)) < 0)
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if (!(p = getstarg(player->argp[1], "Victim ship #? ", buf)) ||
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(def->shp_uid = atoi(p)) < 0)
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return RET_SYN;
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/*
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* Ask the boarder what he wants to board with
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*/
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if (!(p = getstarg(player->argp[2], "Boarding party from? ", buf)))
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return RET_SYN;
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if (issector(p)) {
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att_combat_init(off, EF_SECTOR);
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if (!sarg_xy(p, &off->x, &off->y))
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return RET_SYN;
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getsect(off->x, off->y, §);
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if (sect.sct_own != player->cnum) {
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pr("You don't own %s!\n", xyas(off->x, off->y, player->cnum));
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return RET_SYN;
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}
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if (sect.sct_mobil <= 0) {
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/* Look for land units with mobility */
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snxtitem_xy(&ni, EF_LAND, off->x, off->y);
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foundland = 0;
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while (nxtitem(&ni, (s_char *)&land)) {
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if (land.lnd_own != player->cnum)
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continue;
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if (land.lnd_ship >= 0)
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continue;
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if (land.lnd_mobil <= 0)
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continue;
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/* Only land units with assault can board */
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if (!(lchr[(int)land.lnd_type].l_flags & L_ASSAULT))
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continue;
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foundland = 1;
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}
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if (!foundland) {
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pr("You don't have any mobility (sector or land units) in %s!\n", xyas(off->x, off->y, player->cnum));
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return RET_SYN;
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/*
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* Ask the boarder what he wants to board with
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*/
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if (!(p = getstarg(player->argp[2], "Boarding party from? ", buf)))
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return RET_SYN;
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if (issector(p)) {
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att_combat_init(off, EF_SECTOR);
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if (!sarg_xy(p, &off->x, &off->y))
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return RET_SYN;
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getsect(off->x, off->y, §);
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if (sect.sct_own != player->cnum) {
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pr("You don't own %s!\n",
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xyas(off->x, off->y, player->cnum));
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return RET_SYN;
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}
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if (sect.sct_mobil <= 0) {
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/* Look for land units with mobility */
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snxtitem_xy(&ni, EF_LAND, off->x, off->y);
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foundland = 0;
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while (nxtitem(&ni, (s_char *)&land)) {
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if (land.lnd_own != player->cnum)
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continue;
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if (land.lnd_ship >= 0)
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continue;
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if (land.lnd_mobil <= 0)
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continue;
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/* Only land units with assault can board */
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if (!(lchr[(int)land.lnd_type].l_flags & L_ASSAULT))
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continue;
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foundland = 1;
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}
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if (!foundland) {
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pr("You don't have any mobility (sector or land units) in %s!\n",
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xyas(off->x, off->y, player->cnum));
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return RET_SYN;
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}
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}
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} else {
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att_combat_init(off, EF_SHIP);
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if ((off->shp_uid = atoi(p)) < 0)
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return RET_SYN;
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}
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}
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if (att_abort(A_BOARD, off, def)) {
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pr("Board aborted\n");
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return RET_OK;
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}
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/* Fire at the attacking ship */
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att_approach(off, def);
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if (att_abort(A_BOARD, off, def)) {
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pr("Board aborted\n");
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att_empty_attack(A_BOARD, 0, def);
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return RET_OK;
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}
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/* Show what we're boarding, and check treaties */
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if (att_show(def))
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return RET_FAIL;
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/* Ask the player what he wants to board with */
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att_ask_offense(A_BOARD, off, def, &olist, &a_spy, &a_engineer);
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if (att_abort(A_BOARD, off, def)) {
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pr("Board aborted\n");
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att_empty_attack(A_BOARD, 0, def);
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return att_free_lists(&olist, 0);
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}
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/*
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* Estimate the defense strength and give the player a chance to abort
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*/
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ototal = att_estimate_defense(A_BOARD, off, &olist, def, a_spy);
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if (att_abort(A_BOARD, off, def)) {
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pr("Board aborted\n");
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att_empty_attack(A_BOARD, 0, def);
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return att_free_lists(&olist, 0);
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}
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/*
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* We have now got all the answers from the boarder. From this point
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* forward, we can assume that this battle is the _only_ thing
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* happening in the game.
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*/
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/* Get the real defense */
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att_get_defense(&olist, def, &dlist, a_spy, ototal);
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/*
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* Death, carnage, and destruction.
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*/
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if (!(att_fight(A_BOARD,off,&olist,1.0,def,&dlist,1.0))) {
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getship(def->shp_uid, &ship);
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if (ship.shp_rflags & RET_BOARDED) {
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retreat_ship(&ship, 'u');
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putship(def->shp_uid, &ship);
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}
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}
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} else {
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att_combat_init(off, EF_SHIP);
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if ((off->shp_uid = atoi(p)) < 0)
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return RET_SYN;
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}
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if (att_abort(A_BOARD, off, def)) {
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pr("Board aborted\n");
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return RET_OK;
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}
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/* Fire at the attacking ship */
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att_approach(off, def);
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if (att_abort(A_BOARD, off, def)) {
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pr("Board aborted\n");
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att_empty_attack(A_BOARD, 0, def);
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return RET_OK;
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}
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/* Show what we're boarding, and check treaties */
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if (att_show(def))
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return RET_FAIL;
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/* Ask the player what he wants to board with */
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att_ask_offense(A_BOARD, off, def, &olist, &a_spy, &a_engineer);
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if (att_abort(A_BOARD, off, def)) {
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pr("Board aborted\n");
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att_empty_attack(A_BOARD, 0, def);
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return att_free_lists(&olist, 0);
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}
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/*
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* Estimate the defense strength and give the player a chance to abort
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*/
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ototal = att_estimate_defense(A_BOARD, off, &olist, def, a_spy);
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if (att_abort(A_BOARD, off, def)) {
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pr("Board aborted\n");
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att_empty_attack(A_BOARD, 0, def);
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return att_free_lists(&olist, 0);
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}
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/*
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* We have now got all the answers from the boarder. From this point
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* forward, we can assume that this battle is the _only_ thing
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* happening in the game.
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*/
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/* Get the real defense */
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att_get_defense(&olist, def, &dlist, a_spy, ototal);
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/*
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* Death, carnage, and destruction.
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*/
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if (!(att_fight(A_BOARD, off, &olist, 1.0, def, &dlist, 1.0))) {
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getship(def->shp_uid, &ship);
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if (ship.shp_rflags & RET_BOARDED) {
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retreat_ship(&ship, 'u');
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putship(def->shp_uid, &ship);
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}
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}
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return RET_OK;
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}
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