]> git.pond.sub.org Git - empserver/blobdiff - src/lib/commands/atta.c
Indented with src/scripts/indent-emp.
[empserver] / src / lib / commands / atta.c
index 83fdfcfe2fad6360371f7c1bf5e3bb9edf3cb4ef..8b51f0773e9503a1f8fd492d60eec5d3c027671a 100644 (file)
 #include "commands.h"
 
 int
-atta(void) {
-       struct  combat off[6];  /* attacking sectors */
-       struct  combat def[1];  /* defending sector */
-       coord   newx, newy;
-       struct  sctstr sect;
-       int     fort_sup, ship_sup, land_sup, plane_sup;
-       struct  emp_qelem olist;        /* attacking units */
-       struct  emp_qelem dlist;        /* defending units */
-       int     ototal;         /* total attacking strength */
-       int     a_engineer = 0; /* attacker engineers are present */
-       int     a_spy = 0;      /* the best attacker scout */
-       double  osupport = 1.0; /* attack support */
-       double  dsupport = 1.0; /* defense support */
-       int     last, n;
-       s_char  *p;
-       s_char  buf[1024];
-       int     rel;
-
-       att_combat_init(def, EF_SECTOR);
-       /*
-        * Collect input from the attacker
-        */
-
-       /* What are we attacking? */
-
-       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_ATTACK, 0, def))
-               return RET_FAIL;
-
-       /* Show what we're attacking, and check treaties */
-
-       if (att_show(def))
-           return RET_FAIL;
-
-       /* Ask about offensive support */
-
-       att_ask_support(2, &fort_sup, &ship_sup, &land_sup, &plane_sup);
-       if (att_abort(A_ATTACK, 0, def)) {
-               att_empty_attack(A_ATTACK, 0, def);
-               return RET_OK;
-       }
-
-       /* initialize the off[] array */
-
-       for (n = 0, last = -1; n < 6; ++n) {    /* Directions */
-               newx = def->x + diroff[n+1][0];
-               newy = def->y + diroff[n+1][1];
-               getsect(newx,newy,&sect);    /* incase cross world boundary */
-               rel = getrel(getnatp(sect.sct_own), player->cnum);
-               if (!player->owner && rel != ALLIED)
-                       continue;
-               att_combat_init(&off[++last], EF_SECTOR);
-               off[last].x = sect.sct_x;
-               off[last].y = sect.sct_y;
-       }
-       off->last = last;
-
-       /* Ask the player what he wants to attack with */
-
-       att_ask_offense(A_ATTACK, off, def, &olist, &a_spy, &a_engineer);
-       if (att_abort(A_ATTACK, off, def)) {
-               pr("Attack aborted\n");
-               att_empty_attack(A_ATTACK, 0, def);
-               return att_free_lists(&olist, 0);
-       }
-
-       /*
-        * Estimate the defense strength and give the player a chance to abort
-        */
-
-       ototal = att_estimate_defense(A_ATTACK, off, &olist, def, a_spy);
-       if (att_abort(A_ATTACK, off, def)) {
-               pr("Attack aborted\n");
-               att_empty_attack(A_ATTACK, 0, def);
-               return att_free_lists(&olist, 0);
-       }
-
-       /*
-        * We have now got all the answers from the attacker.  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);
-
-       /* Get attacker and defender support */
-
-       att_get_support(A_ATTACK, fort_sup, ship_sup, land_sup, plane_sup,
-                       &olist, off, &dlist, def, &osupport, &dsupport,
-                       a_engineer);
-       if (att_abort(A_ATTACK, off, def)) {
-               pr("Attack aborted\n");
-               att_empty_attack(A_ATTACK, 0, def);
-               return att_free_lists(&olist, &dlist);
-       }
-
-       /*
-        * Death, carnage, and destruction.
-        */
-
-       att_fight(A_ATTACK,off,&olist,osupport,def,&dlist,dsupport);
-
+atta(void)
+{
+    struct combat off[6];      /* attacking sectors */
+    struct combat def[1];      /* defending sector */
+    coord newx, newy;
+    struct sctstr sect;
+    int fort_sup, ship_sup, land_sup, plane_sup;
+    struct emp_qelem olist;    /* attacking units */
+    struct emp_qelem dlist;    /* defending units */
+    int ototal;                        /* total attacking strength */
+    int a_engineer = 0;                /* attacker engineers are present */
+    int a_spy = 0;             /* the best attacker scout */
+    double osupport = 1.0;     /* attack support */
+    double dsupport = 1.0;     /* defense support */
+    int last, n;
+    s_char *p;
+    s_char buf[1024];
+    int rel;
+
+    att_combat_init(def, EF_SECTOR);
+    /*
+     * Collect input from the attacker
+     */
+
+    /* What are we attacking? */
+
+    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_ATTACK, 0, def))
+       return RET_FAIL;
+
+    /* Show what we're attacking, and check treaties */
+
+    if (att_show(def))
+       return RET_FAIL;
+
+    /* Ask about offensive support */
+
+    att_ask_support(2, &fort_sup, &ship_sup, &land_sup, &plane_sup);
+    if (att_abort(A_ATTACK, 0, def)) {
+       att_empty_attack(A_ATTACK, 0, def);
        return RET_OK;
+    }
+
+    /* initialize the off[] array */
+
+    for (n = 0, last = -1; n < 6; ++n) {       /* Directions */
+       newx = def->x + diroff[n + 1][0];
+       newy = def->y + diroff[n + 1][1];
+       getsect(newx, newy, &sect);     /* incase cross world boundary */
+       rel = getrel(getnatp(sect.sct_own), player->cnum);
+       if (!player->owner && rel != ALLIED)
+           continue;
+       att_combat_init(&off[++last], EF_SECTOR);
+       off[last].x = sect.sct_x;
+       off[last].y = sect.sct_y;
+    }
+    off->last = last;
+
+    /* Ask the player what he wants to attack with */
+
+    att_ask_offense(A_ATTACK, off, def, &olist, &a_spy, &a_engineer);
+    if (att_abort(A_ATTACK, off, def)) {
+       pr("Attack aborted\n");
+       att_empty_attack(A_ATTACK, 0, def);
+       return att_free_lists(&olist, 0);
+    }
+
+    /*
+     * Estimate the defense strength and give the player a chance to abort
+     */
+
+    ototal = att_estimate_defense(A_ATTACK, off, &olist, def, a_spy);
+    if (att_abort(A_ATTACK, off, def)) {
+       pr("Attack aborted\n");
+       att_empty_attack(A_ATTACK, 0, def);
+       return att_free_lists(&olist, 0);
+    }
+
+    /*
+     * We have now got all the answers from the attacker.  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);
+
+    /* Get attacker and defender support */
+
+    att_get_support(A_ATTACK, fort_sup, ship_sup, land_sup, plane_sup,
+                   &olist, off, &dlist, def, &osupport, &dsupport,
+                   a_engineer);
+    if (att_abort(A_ATTACK, off, def)) {
+       pr("Attack aborted\n");
+       att_empty_attack(A_ATTACK, 0, def);
+       return att_free_lists(&olist, &dlist);
+    }
+
+    /*
+     * Death, carnage, and destruction.
+     */
+
+    att_fight(A_ATTACK, off, &olist, osupport, def, &dlist, dsupport);
+
+    return RET_OK;
 }