Import of Empire 4.2.12
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src/lib/commands/lboard.c
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src/lib/commands/lboard.c
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/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* ---
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*
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* See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
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* related information and legal notices. It is expected that any future
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* projects/authors will amend these files as needed.
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*
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* ---
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*
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* lboard.c: Board an enemy land unit (heavily borrowing from boar.c)
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*
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* Known contributors to this file:
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* Steve McClure, 1998
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*/
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#include <math.h>
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#include "misc.h"
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#include "player.h"
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#include "file.h"
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#include "var.h"
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#include "sect.h"
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#include "path.h"
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#include "news.h"
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#include "treaty.h"
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#include "nat.h"
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#include "xy.h"
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#include "land.h"
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#include "nsc.h"
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#include "mission.h"
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#include "ship.h"
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#include "combat.h"
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#include "retreat.h"
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#include "commands.h"
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int
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lboa(void)
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{
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struct combat off[1]; /* boarding sector */
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struct combat def[1]; /* defending land unit */
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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 sctstr sect;
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struct lndstr land;
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s_char *p;
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s_char buf[1024];
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att_combat_init(def, EF_LAND);
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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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if (!(p = getstarg(player->argp[1], "Victim land unit #? ", buf)) ||
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(def->lnd_uid = atoi(p)) < 0)
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return RET_SYN;
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/*
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* Ask the boarder what sector they want to board with
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*/
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/* Note: if we allow land units to board other land units, we need
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* to make sure the code will allow that */
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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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pr("You don't have any mobility 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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} else {
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pr("You can only board land units from a sector.\n");
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return RET_SYN;
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}
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if (att_abort(A_LBOARD, off, def)) {
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pr("Land unit boarding aborted\n");
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return RET_OK;
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}
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/* Show what we're boarding */
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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_LBOARD, off, def, &olist, &a_spy, &a_engineer);
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if (att_abort(A_LBOARD, off, def)) {
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pr("Land unit boarding aborted\n");
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att_empty_attack(A_LBOARD, 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_LBOARD, off, &olist, def, a_spy);
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if (att_abort(A_LBOARD, off, def)) {
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pr("Land unit boarding aborted\n");
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att_empty_attack(A_LBOARD, 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_LBOARD,off,&olist,1.0,def,&dlist,1.0))) {
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getland(def->lnd_uid, &land);
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/* Now what? Don't bother retreating? No flag for it (yet) */
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}
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return RET_OK;
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}
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