empserver/include/combat.h
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

100 lines
3.4 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.
*
* ---
*
* 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 "types.h"
#include "ship.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]; /* FIXME huh? pulls in ship.h */
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_get_offense(int, struct combat *, struct emp_qelem *,
struct combat *);
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 double 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