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; }
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 assa(void) { struct combat off[1]; /* assaulting ship */ struct combat def[1]; /* defending sector */ int fort_sup, ship_sup, land_sup, plane_sup; struct emp_qelem olist; /* assaulting units */ struct emp_qelem dlist; /* defending units */ int ototal; /* total assaulting strength */ int a_engineer = 0; /* assaulter engineers are present */ int a_spy = 0; /* the best assaulter scout */ double osupport = 1.0; /* assault support */ double dsupport = 1.0; /* defense support */ char *p; char buf[1024]; int n; int ourtotal; struct emp_qelem *qp, *next; struct ulist *llp; int rel; att_combat_init(off, EF_SHIP); att_combat_init(def, EF_SECTOR); /* * Collect input from the assaulter */ /* What are we assaulting? */ if (!(p = getstarg(player->argp[1], "Sector : ", buf))) return RET_SYN; if (!sarg_xy(p, &def->x, &def->y)) return RET_SYN; if (att_abort(A_ASSAULT, NULL, def)) return RET_FAIL; /* * Ask the assaulter what he wants to assault with */ if ((off->shp_uid = onearg(player->argp[2], "Assault from ship # ")) < 0) { pr("You may only assault from one ship!\n"); return RET_FAIL; } if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); return RET_OK; } /* Show what we're assaulting */ att_show(def); /* Ask about offensive support */ att_ask_support(3, &fort_sup, &ship_sup, &land_sup, &plane_sup); if (att_abort(A_ASSAULT, off, def)) { att_empty_attack(A_ASSAULT, 0, def); return RET_OK; } /* Ask the player what he wants to assault with */ att_ask_offense(A_ASSAULT, off, def, &olist, &a_spy, &a_engineer); if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); att_empty_attack(A_ASSAULT, 0, def); return att_free_lists(&olist, NULL); } /* If we're assaulting our own sector, end here */ if (def->own == player->cnum) { if (off->troops) pr("You reinforce %s with %d troops\n", xyas(def->x, def->y, player->cnum), off->troops); if (off->troops || !QEMPTY(&olist)) att_move_in_off(A_ASSAULT, off, &olist, def); return RET_OK; } ototal = att_get_offense(A_ASSAULT, off, &olist, def); if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); att_empty_attack(A_ASSAULT, 0, def); return att_free_lists(&olist, NULL); } /* * We have now got all the answers from the assaulter. From this point * forward, we can assume that this battle is the _only_ thing * happening in the game. */ /* First, we check to see if the only thing we have are spies * assaulting. If so, we try to sneak them on land. If they * make it, the defenders don't see a thing. If they fail, well, * the spies die, and the defenders see them. */ ourtotal = 0; for (n = 0; n <= off->last; n++) { if (off[n].type == EF_BAD) continue; ourtotal += off[n].troops * att_combat_eff(off + n); } for (qp = olist.q_forw; qp != &olist; qp = next) { next = qp->q_forw; llp = (struct ulist *)qp; if (lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) continue; ourtotal++; } /* If no attacking forces (i.e. we got here with only spies) * then try to sneak on-land. */ if (!ourtotal) { pr("Trying to sneak on shore...\n"); for (qp = olist.q_forw; qp != &olist; qp = next) { next = qp->q_forw; llp = (struct ulist *)qp; rel = relations_with(def->own, player->cnum); if (chance(0.10) || rel == ALLIED || !def->own) { pr("%s made it on shore safely.\n", prland(&llp->unit.land)); llp->unit.land.lnd_x = def->x; llp->unit.land.lnd_y = def->y; llp->unit.land.lnd_ship = -1; putland(llp->unit.land.lnd_uid, &llp->unit.land); } else { pr("%s was spotted", prland(&llp->unit.land)); if (rel <= HOSTILE) { wu(0, def->own, "%s spy shot and killed in %s.\n", cname(player->cnum), xyas(def->x, def->y, def->own)); pr(" and was killed in the attempt.\n"); llp->unit.land.lnd_effic = 0; putland(llp->unit.land.lnd_uid, &llp->unit.land); lnd_put_one(llp); } else { wu(0, def->own, "%s spy spotted in %s.\n", cname(player->cnum), xyas(def->x, def->y, def->own)); pr(" but made it ok.\n"); llp->unit.land.lnd_x = def->x; llp->unit.land.lnd_y = def->y; llp->unit.land.lnd_ship = -1; putland(llp->unit.land.lnd_uid, &llp->unit.land); } } } return RET_OK; } /* Get the real defense */ att_get_defense(&olist, def, &dlist, a_spy, ototal); /* Get assaulter and defender support */ att_get_support(A_ASSAULT, fort_sup, ship_sup, land_sup, plane_sup, &olist, off, &dlist, def, &osupport, &dsupport, a_engineer); if (att_abort(A_ASSAULT, off, def)) { pr("Assault aborted\n"); att_empty_attack(A_ASSAULT, 0, def); return att_free_lists(&olist, &dlist); } /* * Death, carnage, and destruction. */ att_fight(A_ASSAULT, off, &olist, osupport, def, &dlist, dsupport); return RET_OK; }