empserver/src/lib/commands/boar.c
Markus Armbruster bae3f5447e Update copyright notice
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
2017-07-02 17:45:44 +02:00

175 lines
4.8 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire 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 3 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, see <http://www.gnu.org/licenses/>.
*
* ---
*
* 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.
*
* ---
*
* boar.c: Board an enemy ship
*
* Known contributors to this file:
* Ken Stevens, 1995
* Markus Armbruster, 2011-2015
*/
#include <config.h>
#include "combat.h"
#include "commands.h"
#include "land.h"
#include "retreat.h"
#include "ship.h"
int
boar(void)
{
struct combat off[1]; /* boarding ship or sector */
struct combat def[1]; /* defending ship */
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 shpstr ship; /* for retreating */
struct sctstr sect;
struct lndstr land;
struct nstr_item ni;
int foundland, def_uid;
natid def_own;
char *p;
char buf[1024];
att_combat_init(def, EF_SHIP);
/*
* Collect input from the boarder
*/
/* What are we boarding? */
p = getstarg(player->argp[1], "Victim ship #? ", buf);
if (!p || (def->shp_uid = atoi(p)) < 0)
return RET_SYN;
/*
* Ask the boarder what he wants to board with
*/
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) {
/* Look for land units with mobility */
snxtitem_xy(&ni, EF_LAND, off->x, off->y);
foundland = 0;
while (nxtitem(&ni, &land)) {
if (land.lnd_own != player->cnum)
continue;
if (land.lnd_ship >= 0 || land.lnd_land >= 0)
continue;
if (land.lnd_mobil <= 0)
continue;
/* Only land units with assault can board */
if (!(lchr[(int)land.lnd_type].l_flags & L_ASSAULT))
continue;
foundland = 1;
}
if (!foundland) {
pr("You don't have any mobility (sector or land units) in %s!\n",
xyas(off->x, off->y, player->cnum));
return RET_SYN;
}
}
} else {
att_combat_init(off, EF_SHIP);
if ((off->shp_uid = atoi(p)) < 0)
return RET_SYN;
}
if (att_abort(A_BOARD, off, def)) {
pr("Board aborted\n");
return RET_OK;
}
/* Fire at the attacking ship */
att_approach(off, def);
if (att_abort(A_BOARD, off, def)) {
pr("Board aborted\n");
att_empty_attack(A_BOARD, 0, def);
return RET_OK;
}
/* Show what we're boarding */
att_show(def);
/* Ask the player what he wants to board with */
att_ask_offense(A_BOARD, off, def, &olist, &a_spy, &a_engineer);
if (att_abort(A_BOARD, off, def)) {
pr("Board aborted\n");
att_empty_attack(A_BOARD, 0, def);
return att_free_lists(&olist, NULL);
}
ototal = att_get_offense(A_BOARD, off, &olist, def);
if (att_abort(A_BOARD, off, def)) {
pr("Board aborted\n");
att_empty_attack(A_BOARD, 0, def);
return att_free_lists(&olist, NULL);
}
/*
* 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.
*/
/*
* Careful: when the fight sinks the ship, put_combat() clobbers
* *def (see FIXME there).
*/
def_uid = def->shp_uid;
def_own = def->own;
if (!(att_fight(A_BOARD, off, &olist, 1.0, def, &dlist, 1.0))) {
getship(def_uid, &ship);
if (ship.shp_rflags & RET_BOARDED) {
retreat_ship(&ship, def_own, 'u');
putship(def_uid, &ship);
}
}
return RET_OK;
}