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; char *p; char buf[1024]; att_combat_init(def, EF_LAND); /* * Collect input from the boarder */ /* What are we boarding? */ p = getstarg(player->argp[1], "Victim land unit #? ", buf); if (!p || (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, §); 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, NULL); } ototal = att_get_offense(A_LBOARD, off, &olist, def); 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, 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. */ if (!(att_fight(A_LBOARD, off, &olist, 1.0, def, &dlist, 1.0))) { getland(def->lnd_uid, &land); /* * What about retreat on RET_BOARDED? Well, land units can't * move when the boarder is hostile, and retreating when he * isn't is not useful. */ } return RET_OK; }
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, §); 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; }