Command functions are traditionally named like the command shortened
to four characters. When this name collides with a keyword or library
function, we abbreviate more: brea(), rea(). A few are unabbreviated,
e.g. execute(). A few have different names, e.g. explain(), not
list().
Commit 23726b379
(v4.3.0) suppressed a GCC warning about carg()
colliding with its built-in function.
Ron Koenderink reported Microsoft Visual Studio 2019 fails to link:
"_carg already defined in ucrtd.lib(ucrtbased.dll)".
Time to clean this up: rename the functions to c_FOO(), where FOO is
the unabbreviated name of the command.
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
55 lines
1.6 KiB
C
55 lines
1.6 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* marc.c: March units around
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*
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* Known contributors to this file:
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* Thomas Ruschak
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* Ken Stevens, 1995 (rewrite)
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* Ron Koenderink, 2006-2007
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* Markus Armbruster, 2006-2015
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*/
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#include <config.h>
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#include "commands.h"
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#include "unit.h"
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int
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c_march(void)
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{
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struct nstr_item ni_land;
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struct emp_qelem land_list;
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if (!snxtitem(&ni_land, EF_LAND, player->argp[1], NULL))
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return RET_SYN;
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lnd_sel(&ni_land, &land_list);
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if (QEMPTY(&land_list)) {
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pr("No lands\n");
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return RET_FAIL;
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}
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return unit_move(&land_list);
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}
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