175 lines
4.8 KiB
C
175 lines
4.8 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire 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 3 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, see <http://www.gnu.org/licenses/>.
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* boar.c: Board an enemy ship
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*
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* Known contributors to this file:
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* Ken Stevens, 1995
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* Markus Armbruster, 2011-2015
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*/
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#include <config.h>
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#include "combat.h"
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#include "commands.h"
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#include "land.h"
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#include "retreat.h"
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#include "ship.h"
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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, def_uid;
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natid def_own;
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char *p;
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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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/* What are we boarding? */
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p = getstarg(player->argp[1], "Victim ship #? ", buf);
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if (!p || (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, &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 || land.lnd_land >= 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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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 */
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att_show(def);
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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, NULL);
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}
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ototal = att_get_offense(A_BOARD, off, &olist, 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 att_free_lists(&olist, NULL);
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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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/*
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* Careful: when the fight sinks the ship, put_combat() clobbers
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* *def (see FIXME there).
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*/
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def_uid = def->shp_uid;
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def_own = def->own;
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if (!(att_fight(A_BOARD, off, &olist, 1.0, def, &dlist, 1.0))) {
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getship(def_uid, &ship);
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if (ship.shp_rflags & RET_BOARDED) {
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retreat_ship(&ship, def_own, 'u');
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putship(def_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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