Indented with src/scripts/indent-emp.
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437 changed files with 52211 additions and 51052 deletions
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@ -52,112 +52,113 @@
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#include "commands.h"
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int
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atta(void) {
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struct combat off[6]; /* attacking sectors */
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struct combat def[1]; /* defending sector */
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coord newx, newy;
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struct sctstr sect;
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int fort_sup, ship_sup, land_sup, plane_sup;
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struct emp_qelem olist; /* attacking units */
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struct emp_qelem dlist; /* defending units */
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int ototal; /* total attacking strength */
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int a_engineer = 0; /* attacker engineers are present */
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int a_spy = 0; /* the best attacker scout */
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double osupport = 1.0; /* attack support */
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double dsupport = 1.0; /* defense support */
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int last, n;
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s_char *p;
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s_char buf[1024];
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int rel;
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atta(void)
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{
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struct combat off[6]; /* attacking sectors */
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struct combat def[1]; /* defending sector */
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coord newx, newy;
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struct sctstr sect;
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int fort_sup, ship_sup, land_sup, plane_sup;
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struct emp_qelem olist; /* attacking units */
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struct emp_qelem dlist; /* defending units */
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int ototal; /* total attacking strength */
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int a_engineer = 0; /* attacker engineers are present */
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int a_spy = 0; /* the best attacker scout */
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double osupport = 1.0; /* attack support */
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double dsupport = 1.0; /* defense support */
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int last, n;
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s_char *p;
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s_char buf[1024];
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int rel;
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att_combat_init(def, EF_SECTOR);
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/*
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* Collect input from the attacker
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*/
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att_combat_init(def, EF_SECTOR);
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/*
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* Collect input from the attacker
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*/
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/* What are we attacking? */
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/* What are we attacking? */
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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_ATTACK, 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_ATTACK, 0, def))
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return RET_FAIL;
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/* Show what we're attacking, and check treaties */
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/* Show what we're attacking, 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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att_ask_support(2, &fort_sup, &ship_sup, &land_sup, &plane_sup);
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if (att_abort(A_ATTACK, 0, def)) {
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att_empty_attack(A_ATTACK, 0, def);
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return RET_OK;
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}
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/* initialize the off[] array */
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for (n = 0, last = -1; n < 6; ++n) { /* Directions */
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newx = def->x + diroff[n+1][0];
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newy = def->y + diroff[n+1][1];
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getsect(newx,newy,§); /* incase cross world boundary */
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rel = getrel(getnatp(sect.sct_own), player->cnum);
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if (!player->owner && rel != ALLIED)
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continue;
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att_combat_init(&off[++last], EF_SECTOR);
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off[last].x = sect.sct_x;
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off[last].y = sect.sct_y;
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}
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off->last = last;
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/* Ask the player what he wants to attack with */
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att_ask_offense(A_ATTACK, off, def, &olist, &a_spy, &a_engineer);
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if (att_abort(A_ATTACK, off, def)) {
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pr("Attack aborted\n");
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att_empty_attack(A_ATTACK, 0, def);
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return att_free_lists(&olist, 0);
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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_ATTACK, off, &olist, def, a_spy);
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if (att_abort(A_ATTACK, off, def)) {
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pr("Attack aborted\n");
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att_empty_attack(A_ATTACK, 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 attacker. 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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/* Get the real defense */
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att_get_defense(&olist, def, &dlist, a_spy, ototal);
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/* Get attacker and defender support */
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att_get_support(A_ATTACK, 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_ATTACK, off, def)) {
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pr("Attack aborted\n");
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att_empty_attack(A_ATTACK, 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_ATTACK,off,&olist,osupport,def,&dlist,dsupport);
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/* Ask about offensive support */
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att_ask_support(2, &fort_sup, &ship_sup, &land_sup, &plane_sup);
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if (att_abort(A_ATTACK, 0, def)) {
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att_empty_attack(A_ATTACK, 0, def);
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return RET_OK;
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}
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/* initialize the off[] array */
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for (n = 0, last = -1; n < 6; ++n) { /* Directions */
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newx = def->x + diroff[n + 1][0];
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newy = def->y + diroff[n + 1][1];
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getsect(newx, newy, §); /* incase cross world boundary */
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rel = getrel(getnatp(sect.sct_own), player->cnum);
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if (!player->owner && rel != ALLIED)
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continue;
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att_combat_init(&off[++last], EF_SECTOR);
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off[last].x = sect.sct_x;
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off[last].y = sect.sct_y;
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}
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off->last = last;
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/* Ask the player what he wants to attack with */
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att_ask_offense(A_ATTACK, off, def, &olist, &a_spy, &a_engineer);
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if (att_abort(A_ATTACK, off, def)) {
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pr("Attack aborted\n");
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att_empty_attack(A_ATTACK, 0, def);
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return att_free_lists(&olist, 0);
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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_ATTACK, off, &olist, def, a_spy);
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if (att_abort(A_ATTACK, off, def)) {
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pr("Attack aborted\n");
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att_empty_attack(A_ATTACK, 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 attacker. 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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/* Get the real defense */
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att_get_defense(&olist, def, &dlist, a_spy, ototal);
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/* Get attacker and defender support */
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att_get_support(A_ATTACK, 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_ATTACK, off, def)) {
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pr("Attack aborted\n");
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att_empty_attack(A_ATTACK, 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_ATTACK, off, &olist, osupport, def, &dlist, dsupport);
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return RET_OK;
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}
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