empserver/include/combat.h
Markus Armbruster 2ae6be9af6 (num_teles, redir_fp, pipe_fp, exec_fd, sendeof, prompt, command)
(ac_intercept, all_missiles, ac_planedamage, ac_doflak, ac_landflak)
(ac_shipflak, ac_fireflak, can_fly, do_evade, att_calcodds)
(emp_setbitmap, lnd_hit_mine, conditions, get_wp, daemonize): Internal
linkage.
2006-05-20 13:54:45 +00:00

101 lines
3.5 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure
*
* This program 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 2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* ---
*
* 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.
*
* ---
*
* combat.h: Definitions for things having to do with combat
*
* Known contributors to this file:
* Ken Stevens, 1995
*/
#ifndef COMBAT_H
#define COMBAT_H
#include "sect.h"
#include "queue.h"
struct combat {
int type; /* EF_BAD, EF_SECTOR, EF_SHIP, or EF_PLANE */
int set; /* Has the struct been initialized? */
int last; /* The index of the last element in off array */
coord x; /* location of attacking sector/ship/plane */
coord y;
natid own;
int eff;
int mob;
int mobcost;
int mil; /* mil in the sector/ship/unit */
int troops; /* mil in the combat */
int plague;
int sct_type;
int shp_uid;
int lnd_uid;
struct dchrstr *sct_dcp;
struct mchrstr *shp_mcp;
struct lchrstr *lnd_lcp;
char shp_name[MAXSHPNAMLEN];
int relations_checked;
};
/* Types of combat for use by attack routines */
#define A_DEFEND 0
#define A_ATTACK 1
#define A_ASSAULT 2
#define A_PARA 3
#define A_BOARD 4
#define A_LBOARD 5
/* src/lib/subs/attsub.c */
extern double att_combat_eff(struct combat *);
extern void att_move_in_off(int, struct combat *, struct emp_qelem *,
struct combat *);
extern int att_combat_init(struct combat *, int);
extern int att_get_combat(struct combat *, int);
extern int att_abort(int, struct combat *, struct combat *);
extern int att_approach(struct combat *, struct combat *);
extern int att_show(struct combat *);
extern int att_ask_support(int, int *, int *, int *, int *);
extern int att_ask_offense(int, struct combat *, struct combat *,
struct emp_qelem *, int *, int *);
extern double sector_strength(struct sctstr *);
extern int att_estimate_defense(int, struct combat *, struct emp_qelem *,
struct combat *, int);
extern int att_empty_attack(int, int, struct combat *);
extern int att_get_defense(struct emp_qelem *, struct combat *,
struct emp_qelem *, int, int);
extern int att_reacting_units(struct combat *, struct emp_qelem *, int,
int *, int);
extern int att_get_support(int, int, int, int, int, struct emp_qelem *,
struct combat *, struct emp_qelem *,
struct combat *, double *, double *, int);
extern int att_fight(int, struct combat *, struct emp_qelem *, double,
struct combat *, struct emp_qelem *, double);
extern int att_free_lists(struct emp_qelem *, struct emp_qelem *);
extern char *att_mode[A_LBOARD + 1];
#endif