Indented with src/scripts/indent-emp.
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437 changed files with 52211 additions and 51052 deletions
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@ -51,181 +51,185 @@
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#include "commands.h"
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int
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assa(void) {
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struct combat off[1]; /* assaulting ship */
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struct combat def[1]; /* defending sector */
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int fort_sup, ship_sup, land_sup, plane_sup;
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struct emp_qelem olist; /* assaulting units */
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struct emp_qelem dlist; /* defending units */
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int ototal; /* total assaulting strength */
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int a_engineer = 0; /* assaulter engineers are present */
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int a_spy = 0; /* the best assaulter scout */
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double osupport = 1.0; /* assault support */
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double dsupport = 1.0; /* defense support */
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s_char *p;
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s_char buf[1024];
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int n;
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int ourtotal;
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struct emp_qelem *qp, *next;
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struct llist *llp;
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int rel;
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assa(void)
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{
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struct combat off[1]; /* assaulting ship */
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struct combat def[1]; /* defending sector */
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int fort_sup, ship_sup, land_sup, plane_sup;
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struct emp_qelem olist; /* assaulting units */
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struct emp_qelem dlist; /* defending units */
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int ototal; /* total assaulting strength */
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int a_engineer = 0; /* assaulter engineers are present */
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int a_spy = 0; /* the best assaulter scout */
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double osupport = 1.0; /* assault support */
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double dsupport = 1.0; /* defense support */
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s_char *p;
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s_char buf[1024];
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int n;
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int ourtotal;
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struct emp_qelem *qp, *next;
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struct llist *llp;
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int rel;
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att_combat_init(off, EF_SHIP);
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att_combat_init(def, EF_SECTOR);
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/*
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* Collect input from the assaulter
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*/
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att_combat_init(off, EF_SHIP);
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att_combat_init(def, EF_SECTOR);
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/*
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* Collect input from the assaulter
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*/
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/* What are we assaulting? */
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/* What are we assaulting? */
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if (!(p = getstarg(player->argp[1], "Sector : ", buf)))
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return RET_SYN;
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if (!sarg_xy(p, &def->x, &def->y))
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return RET_SYN;
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if (att_abort(A_ASSAULT, 0, def))
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return RET_FAIL;
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if (!(p = getstarg(player->argp[1], "Sector : ", buf)))
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return RET_SYN;
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if (!sarg_xy(p, &def->x, &def->y))
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return RET_SYN;
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if (att_abort(A_ASSAULT, 0, def))
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return RET_FAIL;
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/*
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* Ask the assaulter what he wants to assault with
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*/
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/*
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* Ask the assaulter what he wants to assault with
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*/
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if ((off->shp_uid = onearg(player->argp[2], "Assault from ship #")) < 0) {
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pr("You may only assault from one ship!\n");
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return RET_FAIL;
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}
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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return RET_OK;
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}
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if ((off->shp_uid =
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onearg(player->argp[2], "Assault from ship #")) < 0) {
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pr("You may only assault from one ship!\n");
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return RET_FAIL;
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}
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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return RET_OK;
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}
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/* Show what we're assaulting, and check treaties */
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/* Show what we're assaulting, and check treaties */
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if (att_show(def))
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return RET_FAIL;
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if (att_show(def))
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return RET_FAIL;
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/* Ask about offensive support */
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/* Ask about offensive support */
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att_ask_support(3, &fort_sup, &ship_sup, &land_sup, &plane_sup);
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if (att_abort(A_ASSAULT, off, def)) {
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att_empty_attack(A_ASSAULT, 0, def);
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return RET_OK;
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}
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att_ask_support(3, &fort_sup, &ship_sup, &land_sup, &plane_sup);
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if (att_abort(A_ASSAULT, off, def)) {
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att_empty_attack(A_ASSAULT, 0, def);
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return RET_OK;
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}
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/* Ask the player what he wants to assault with */
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/* Ask the player what he wants to assault with */
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att_ask_offense(A_ASSAULT, off, def, &olist, &a_spy, &a_engineer);
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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att_empty_attack(A_ASSAULT, 0, def);
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return att_free_lists(&olist, 0);
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}
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att_ask_offense(A_ASSAULT, off, def, &olist, &a_spy, &a_engineer);
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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att_empty_attack(A_ASSAULT, 0, def);
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return att_free_lists(&olist, 0);
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}
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/* If we're assaulting our own sector, end here */
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if (def->own == player->cnum) {
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if (off->troops)
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pr("You reinforce %s with %d troops\n",
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xyas(def->x, def->y, player->cnum), off->troops);
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if (off->troops || !QEMPTY(&olist))
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att_move_in_off(A_ASSAULT, off, &olist, def);
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return RET_OK;
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}
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/* If we're assaulting our own sector, end here */
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if (def->own == player->cnum) {
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if (off->troops)
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pr("You reinforce %s with %d troops\n",
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xyas(def->x, def->y, player->cnum), off->troops);
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if (off->troops || !QEMPTY(&olist))
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att_move_in_off(A_ASSAULT, off, &olist, def);
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return RET_OK;
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}
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/*
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* Estimate the defense strength and give the player a chance to abort
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*/
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/*
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* Estimate the defense strength and give the player a chance to abort
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*/
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ototal = att_estimate_defense(A_ASSAULT, off, &olist, def, a_spy);
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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att_empty_attack(A_ASSAULT, 0, def);
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return att_free_lists(&olist, 0);
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}
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ototal = att_estimate_defense(A_ASSAULT, off, &olist, def, a_spy);
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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att_empty_attack(A_ASSAULT, 0, def);
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return att_free_lists(&olist, 0);
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}
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/*
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* We have now got all the answers from the assaulter. From this point
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* forward, we can assume that this battle is the _only_ thing
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* happening in the game.
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*/
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/*
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* We have now got all the answers from the assaulter. From this point
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* forward, we can assume that this battle is the _only_ thing
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* happening in the game.
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*/
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/* First, we check to see if the only thing we have are spies
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* assaulting. If so, we try to sneak them on land. If they
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* make it, the defenders don't see a thing. If they fail, well,
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* the spies die, and the defenders see them. */
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/* First, we check to see if the only thing we have are spies
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* assaulting. If so, we try to sneak them on land. If they
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* make it, the defenders don't see a thing. If they fail, well,
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* the spies die, and the defenders see them. */
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ourtotal = 0;
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for (n = 0; n <= off->last; n++) {
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if (off[n].type == EF_BAD)
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continue;
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ourtotal += off[n].troops * att_combat_eff(off + n);
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}
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for (qp = olist.q_forw; qp != &olist; qp = next ) {
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ourtotal = 0;
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for (n = 0; n <= off->last; n++) {
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if (off[n].type == EF_BAD)
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continue;
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ourtotal += off[n].troops * att_combat_eff(off + n);
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}
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for (qp = olist.q_forw; qp != &olist; qp = next) {
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next = qp->q_forw;
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llp = (struct llist *)qp;
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if (lchr[(int)llp->land.lnd_type].l_flags & L_SPY)
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continue;
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ourtotal++;
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}
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/* If no attacking forces (i.e. we got here with only spies)
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* then try to sneak on-land. */
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if (!ourtotal) {
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pr("Trying to sneak on shore...\n");
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for (qp = olist.q_forw; qp != &olist; qp = next) {
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next = qp->q_forw;
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llp = (struct llist *)qp;
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if (lchr[(int)llp->land.lnd_type].l_flags & L_SPY)
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continue;
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ourtotal++;
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}
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/* If no attacking forces (i.e. we got here with only spies)
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* then try to sneak on-land. */
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if (!ourtotal) {
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pr("Trying to sneak on shore...\n");
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for (qp = olist.q_forw; qp != &olist; qp = next ) {
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next = qp->q_forw;
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llp = (struct llist *)qp;
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rel = getrel(getnatp(def->own), player->cnum);
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if (chance(0.10) || rel == ALLIED || !def->own) {
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pr("%s made it on shore safely.\n", prland(&llp->land));
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rel = getrel(getnatp(def->own), player->cnum);
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if (chance(0.10) || rel == ALLIED || !def->own) {
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pr("%s made it on shore safely.\n", prland(&llp->land));
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llp->land.lnd_x = def->x;
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llp->land.lnd_y = def->y;
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llp->land.lnd_ship = -1;
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putland(llp->land.lnd_uid, &llp->land);
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} else {
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pr("%s was spotted", prland(&llp->land));
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if (rel == HOSTILE || rel == AT_WAR || rel == SITZKRIEG ||
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rel == MOBILIZATION) {
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wu(0, def->own, "%s spy shot and killed in %s.\n",
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cname(player->cnum), xyas(def->x, def->y,
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def->own));
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pr(" and was killed in the attempt.\n");
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llp->land.lnd_effic = 0;
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putland(llp->land.lnd_uid, &llp->land);
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lnd_delete(llp, "");
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} else {
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wu(0, def->own, "%s spy spotted in %s.\n",
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cname(player->cnum), xyas(def->x, def->y,
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def->own));
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pr(" but made it ok.\n");
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llp->land.lnd_x = def->x;
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llp->land.lnd_y = def->y;
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llp->land.lnd_ship = -1;
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putland(llp->land.lnd_uid, &llp->land);
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} else {
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pr("%s was spotted", prland(&llp->land));
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if (rel == HOSTILE || rel == AT_WAR || rel == SITZKRIEG ||
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rel == MOBILIZATION) {
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wu(0, def->own, "%s spy shot and killed in %s.\n",
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cname(player->cnum), xyas(def->x, def->y, def->own));
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pr(" and was killed in the attempt.\n");
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llp->land.lnd_effic = 0;
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putland(llp->land.lnd_uid, &llp->land);
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lnd_delete(llp, "");
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} else {
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wu(0, def->own, "%s spy spotted in %s.\n",
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cname(player->cnum), xyas(def->x, def->y, def->own));
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pr(" but made it ok.\n");
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llp->land.lnd_x = def->x;
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llp->land.lnd_y = def->y;
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llp->land.lnd_ship = -1;
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putland(llp->land.lnd_uid, &llp->land);
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}
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}
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}
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return RET_OK;
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}
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/* Get the real defense */
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att_get_defense(&olist, def, &dlist, a_spy, ototal);
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/* Get assaulter and defender support */
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att_get_support(A_ASSAULT, fort_sup, ship_sup, land_sup, plane_sup,
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&olist, off, &dlist, def, &osupport, &dsupport,
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a_engineer);
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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att_empty_attack(A_ASSAULT, 0, def);
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return att_free_lists(&olist, &dlist);
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}
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/*
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* Death, carnage, and destruction.
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*/
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att_fight(A_ASSAULT,off,&olist,osupport,def,&dlist,dsupport);
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return RET_OK;
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}
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/* Get the real defense */
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att_get_defense(&olist, def, &dlist, a_spy, ototal);
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/* Get assaulter and defender support */
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att_get_support(A_ASSAULT, fort_sup, ship_sup, land_sup, plane_sup,
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&olist, off, &dlist, def, &osupport, &dsupport,
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a_engineer);
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if (att_abort(A_ASSAULT, off, def)) {
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pr("Assault aborted\n");
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att_empty_attack(A_ASSAULT, 0, def);
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return att_free_lists(&olist, &dlist);
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}
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/*
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* Death, carnage, and destruction.
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*/
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att_fight(A_ASSAULT, off, &olist, osupport, def, &dlist, dsupport);
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return RET_OK;
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}
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