Import of Empire 4.2.12

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Markus Armbruster 2003-08-23 12:23:04 +00:00
commit d8b7fdfae1
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/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* ---
*
* 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.
*
* ---
*
* 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 "land.h"
#include "nsc.h"
#include "mission.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];
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;
if (issector(p)) {
att_combat_init(off, EF_SECTOR);
if (!sarg_xy(p, &off->x, &off->y))
return RET_SYN;
getsect(off->x, off->y, &sect);
if (sect.sct_own != 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("You don't have any mobility in %s!\n",
xyas(off->x, off->y, player->cnum));
return RET_SYN;
}
} else {
pr("You can only board land units from a sector.\n");
return RET_SYN;
}
if (att_abort(A_LBOARD, off, def)) {
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);
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))) {
getland(def->lnd_uid, &land);
/* Now what? Don't bother retreating? No flag for it (yet) */
}
return RET_OK;
}