assault: Factor only_spies(), sneak_ashore() out of assa()
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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33800fc732
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1 changed files with 74 additions and 55 deletions
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@ -29,6 +29,7 @@
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* Known contributors to this file:
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* Ken Stevens, 1995
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* Steve McClure, 1997
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* Markus Armbruster, 2009-2016
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*/
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#include <config.h>
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@ -39,6 +40,9 @@
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#include "empobj.h"
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#include "unit.h"
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static int only_spies(struct combat[], struct emp_qelem *);
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static void sneak_ashore(struct emp_qelem *, struct combat *);
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int
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assa(void)
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{
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@ -54,11 +58,6 @@ assa(void)
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double dsupport = 1.0; /* defense support */
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char *p;
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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 ulist *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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@ -137,58 +136,10 @@ assa(void)
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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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next = qp->q_forw;
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llp = (struct ulist *)qp;
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if (lchr[(int)llp->unit.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 ulist *)qp;
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rel = relations_with(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->unit.land));
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llp->unit.land.lnd_x = def->x;
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llp->unit.land.lnd_y = def->y;
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llp->unit.land.lnd_ship = -1;
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putland(llp->unit.land.lnd_uid, &llp->unit.land);
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} else {
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pr("%s was spotted", prland(&llp->unit.land));
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if (rel <= HOSTILE) {
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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->unit.land.lnd_effic = 0;
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putland(llp->unit.land.lnd_uid, &llp->unit.land);
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lnd_put_one(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->unit.land.lnd_x = def->x;
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llp->unit.land.lnd_y = def->y;
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llp->unit.land.lnd_ship = -1;
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putland(llp->unit.land.lnd_uid, &llp->unit.land);
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}
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}
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}
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if (only_spies(off, &olist)) {
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sneak_ashore(&olist, def);
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return RET_OK;
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}
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@ -215,3 +166,71 @@ assa(void)
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return RET_OK;
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}
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static int
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only_spies(struct combat off[], struct emp_qelem *olist)
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{
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int ourtotal;
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int n;
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struct emp_qelem *qp, *next;
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struct ulist *llp;
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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 ulist *)qp;
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if (lchr[(int)llp->unit.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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return ourtotal == 0;
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}
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static void
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sneak_ashore(struct emp_qelem *olist, struct combat *def)
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{
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struct emp_qelem *qp, *next;
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struct ulist *llp;
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int rel;
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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 ulist *)qp;
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rel = relations_with(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->unit.land));
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llp->unit.land.lnd_x = def->x;
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llp->unit.land.lnd_y = def->y;
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llp->unit.land.lnd_ship = -1;
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putland(llp->unit.land.lnd_uid, &llp->unit.land);
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} else {
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pr("%s was spotted", prland(&llp->unit.land));
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if (rel <= HOSTILE) {
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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->unit.land.lnd_effic = 0;
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putland(llp->unit.land.lnd_uid, &llp->unit.land);
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lnd_put_one(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->unit.land.lnd_x = def->x;
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llp->unit.land.lnd_y = def->y;
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llp->unit.land.lnd_ship = -1;
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putland(llp->unit.land.lnd_uid, &llp->unit.land);
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}
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}
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}
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}
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