empserver/src/lib/commands/atta.c
Markus Armbruster 7e2008e7f4 License upgrade to GPL version 3 or later
Why upgrade?  I'm not a lawyer, but here's my take on the differences
to version 2:

* Software patents: better protection against abuse of patents to
  prevent users from exercising the rights under the GPL.  I doubt
  we'll get hit with a patent suit, but it's a good move just on
  general principles.

* License compatibility: compatible with more free licenses, i.e. can
  "steal" more free software for use in Empire.  I don't expect to steal
  much, but it's nice to have the option.

* Definition of "source code": modernization of some details for today's
  networked world, to make it easier to distribute the software.  Not
  really relevant to us now, as we normally distribute full source code.

* Tivoization: this is about putting GPL-licensed software in hardware,
  then make the hardware refuse to run modified software.  "Neat" trick
  to effectively deny its users their rights under the GPL.  Abuse was
  "pioneered" by TiVo (popular digital video recorders).  GPLv3 forbids
  it.  Unlikely to become a problem for us.

* Internationalization: more careful wording, to harden the license
  outside the US.  The lawyers tell us it better be done that way.

* License violations: friendlier way to deal with license violations.
  This has come out of past experience enforcing the GPL.

* Additional permissions: Probably not relevant to us.

Also include myself in the list of principal authors.
2011-04-12 21:20:58 +02:00

149 lines
4.2 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* atta.c: Attack another sector
*
* Known contributors to this file:
* Dave Pare
* Ken Stevens, 1995
* Steve McClure, 1996
*/
#include <config.h>
#include "combat.h"
#include "commands.h"
#include "land.h"
#include "mission.h"
#include "path.h"
#include "ship.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;
char *p;
char buf[1024];
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, NULL, 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, NULL, 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 */
if (!player->owner
&& relations_with(sect.sct_own, player->cnum) != 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, NULL);
}
ototal = att_get_offense(A_ATTACK, off, &olist, def);
if (att_abort(A_ATTACK, off, def)) {
pr("Attack aborted\n");
att_empty_attack(A_ATTACK, 0, def);
return att_free_lists(&olist, NULL);
}
/*
* 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;
}