]> git.pond.sub.org Git - empserver/blobdiff - src/lib/commands/assa.c
Indented with src/scripts/indent-emp.
[empserver] / src / lib / commands / assa.c
index 3351569d8acadb97228182a7d69147ae99f6d1bd..3870b242b278ebda5ee761d378450db1df086147 100644 (file)
 #include "commands.h"
 
 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 */
-       s_char  *p;
-       s_char  buf[1024];
-       int     n;
-       int     ourtotal;
-       struct emp_qelem *qp, *next;
-       struct llist *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, 0, 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, and check treaties */
-
-       if (att_show(def))
-           return RET_FAIL;
-
-       /* 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, 0);
-       }
+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 */
+    s_char *p;
+    s_char buf[1024];
+    int n;
+    int ourtotal;
+    struct emp_qelem *qp, *next;
+    struct llist *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, 0, 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;
+    }
 
-       /* 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;
-       }
+    /* Show what we're assaulting, and check treaties */
 
-       /*
-        * Estimate the defense strength and give the player a chance to abort
-        */
+    if (att_show(def))
+       return RET_FAIL;
 
-       ototal = att_estimate_defense(A_ASSAULT, off, &olist, def, a_spy);
-       if (att_abort(A_ASSAULT, off, def)) {
-               pr("Assault aborted\n");
-               att_empty_attack(A_ASSAULT, 0, def);
-               return att_free_lists(&olist, 0);
-       }
+    /* Ask about offensive support */
 
-       /*
-        * 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 ) {
+    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, 0);
+    }
+
+    /* 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;
+    }
+
+    /*
+     * Estimate the defense strength and give the player a chance to abort
+     */
+
+    ototal = att_estimate_defense(A_ASSAULT, off, &olist, def, a_spy);
+    if (att_abort(A_ASSAULT, off, def)) {
+       pr("Assault aborted\n");
+       att_empty_attack(A_ASSAULT, 0, def);
+       return att_free_lists(&olist, 0);
+    }
+
+    /*
+     * 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 llist *)qp;
+       if (lchr[(int)llp->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 llist *)qp;
-           if (lchr[(int)llp->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 llist *)qp;
-               rel = getrel(getnatp(def->own), player->cnum);
-               if (chance(0.10) || rel == ALLIED || !def->own) {
-                   pr("%s made it on shore safely.\n", prland(&llp->land));
+           rel = getrel(getnatp(def->own), player->cnum);
+           if (chance(0.10) || rel == ALLIED || !def->own) {
+               pr("%s made it on shore safely.\n", prland(&llp->land));
+               llp->land.lnd_x = def->x;
+               llp->land.lnd_y = def->y;
+               llp->land.lnd_ship = -1;
+               putland(llp->land.lnd_uid, &llp->land);
+           } else {
+               pr("%s was spotted", prland(&llp->land));
+               if (rel == HOSTILE || rel == AT_WAR || rel == SITZKRIEG ||
+                   rel == MOBILIZATION) {
+                   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->land.lnd_effic = 0;
+                   putland(llp->land.lnd_uid, &llp->land);
+                   lnd_delete(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->land.lnd_x = def->x;
                    llp->land.lnd_y = def->y;
                    llp->land.lnd_ship = -1;
                    putland(llp->land.lnd_uid, &llp->land);
-               } else {
-                   pr("%s was spotted", prland(&llp->land));
-                   if (rel == HOSTILE || rel == AT_WAR || rel == SITZKRIEG ||
-                       rel == MOBILIZATION) {
-                       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->land.lnd_effic = 0;
-                       putland(llp->land.lnd_uid, &llp->land);
-                       lnd_delete(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->land.lnd_x = def->x;
-                       llp->land.lnd_y = def->y;
-                       llp->land.lnd_ship = -1;
-                       putland(llp->land.lnd_uid, &llp->land);
-                   }
                }
            }
-           return RET_OK;
        }
+       return RET_OK;
+    }
 
-       /* Get the real defense */
+    /* Get the real defense */
 
-       att_get_defense(&olist, def, &dlist, a_spy, ototal);
+    att_get_defense(&olist, def, &dlist, a_spy, ototal);
 
-       /* Get assaulter and defender support */
+    /* 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);
-       }
+    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.
-        */
+    /*
+     * Death, carnage, and destruction.
+     */
 
-       att_fight(A_ASSAULT,off,&olist,osupport,def,&dlist,dsupport);
+    att_fight(A_ASSAULT, off, &olist, osupport, def, &dlist, dsupport);
 
-       return RET_OK;
+    return RET_OK;
 }