superdom plugin: make functions/variables static where possible
Change-Id: Ibe0d8daacd9b7b9da506b3efe46092b9433d52ef
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e54ee56a57
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cf1e54b21e
1 changed files with 43 additions and 43 deletions
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@ -228,13 +228,13 @@ enum {
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RET_VAL_QUIT_ERR, /* quit or error */
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};
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void gen_interest(void);
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void init_resources(void);
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int select_square(void);
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void update_score(void);
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void gen_resources(void);
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void draw_cursor(void);
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void draw_board(void);
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static void gen_interest(void);
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static void init_resources(void);
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static int select_square(void);
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static void update_score(void);
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static void gen_resources(void);
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static void draw_cursor(void);
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static void draw_board(void);
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struct tile{
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signed int colour; /* -1 = Unset */
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@ -259,7 +259,7 @@ struct resources {
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int moves;
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};
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struct settings {
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static struct settings {
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int compstartfarms;
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int compstartinds;
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int humanstartfarms;
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@ -269,19 +269,19 @@ struct settings {
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int movesperturn;
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} superdom_settings;
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struct resources humanres;
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struct resources compres;
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static struct resources humanres;
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static struct resources compres;
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enum { GS_PROD, GS_MOVE, GS_WAR };
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int gamestate;
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static int gamestate;
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struct cursor{
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static struct cursor{
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int x;
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int y;
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} cursor;
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struct tile board[12][12];
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static struct tile board[12][12];
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void init_board(void) {
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static void init_board(void) {
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int i,j;
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rb->srand(*rb->current_tick);
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for(i=0;i<12;i++) { /* Hopefully about 50% each colour */
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@ -426,7 +426,7 @@ void draw_board(void) {
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rb->lcd_update();
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}
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int calc_strength(int colour, int x, int y) {
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static int calc_strength(int colour, int x, int y) {
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int a, b, score=0;
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for (a = -1; a < 2; a++) {
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for (b = -1; b < 2; b++) {
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@ -526,7 +526,7 @@ void gen_resources(void) {
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compres.food += incfood;
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}
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void update_score(void) {
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static void update_score(void) {
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int strength;
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rb->lcd_setfont(FONT_SYSFIXED);
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rb->lcd_set_drawmode(DRMODE_BG|DRMODE_INVERSEVID);
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@ -539,7 +539,7 @@ void update_score(void) {
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rb->lcd_setfont(FONT_UI);
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}
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int settings_menu(void) {
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static int settings_menu(void) {
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int selection = 0;
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MENUITEM_STRINGLIST(menu, "Super Domination Settings", NULL,
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@ -614,7 +614,7 @@ static int superdom_help(void) {
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return RET_VAL_OK;
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}
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int start_menu(void) {
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static int start_menu(void) {
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int selection = 0;
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MENUITEM_STRINGLIST(menu, "Super Domination Menu", NULL,
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@ -646,7 +646,7 @@ int start_menu(void) {
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return RET_VAL_QUIT_ERR;
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}
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int save_game(void) {
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static int save_game(void) {
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int fd;
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char savepath[MAX_PATH];
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@ -697,7 +697,7 @@ int save_game(void) {
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return 0;
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}
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int ingame_menu(void) {
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static int ingame_menu(void) {
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MENUITEM_STRINGLIST(menu, "Super Domination Menu", NULL,
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"Return to game", "Save Game",
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"Playback Control", "Quit");
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@ -729,7 +729,7 @@ int ingame_menu(void) {
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return RET_VAL_OK;
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}
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int get_number(char* param, int* value, int max) {
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static int get_number(char* param, int* value, int max) {
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static const char *button_labels[4][3] = {
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{ "1", "2", "3" },
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{ "4", "5", "6" },
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@ -886,7 +886,7 @@ int get_number(char* param, int* value, int max) {
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return ret;
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}
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bool tile_has_item(int type, int x, int y) {
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static bool tile_has_item(int type, int x, int y) {
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switch(type) {
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case 0:
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return (board[x][y].men > 0);
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@ -910,7 +910,7 @@ bool tile_has_item(int type, int x, int y) {
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return false;
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}
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int buy_resources(int colour, int type, int x, int y, int nummen) {
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static int buy_resources(int colour, int type, int x, int y, int nummen) {
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const char *itemnames[][6] = {
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{
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"them",
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@ -1022,7 +1022,7 @@ int buy_resources(int colour, int type, int x, int y, int nummen) {
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return RET_VAL_OK;
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}
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int buy_resources_menu(void) {
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static int buy_resources_menu(void) {
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int selection = 0,nummen;
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MENUITEM_STRINGLIST(menu, "Buy Resources", NULL,
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@ -1064,7 +1064,7 @@ int buy_resources_menu(void) {
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return RET_VAL_OK;
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}
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int move_unit(int colour, int type, int fromx, int fromy,
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static int move_unit(int colour, int type, int fromx, int fromy,
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int tox, int toy, int nummen) {
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const char *itemnames[][3] = {
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{
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@ -1152,7 +1152,7 @@ int move_unit(int colour, int type, int fromx, int fromy,
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return RET_VAL_OK;
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}
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int move_unit_menu(void) {
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static int move_unit_menu(void) {
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int selection = 0;
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MENUITEM_STRINGLIST(menu, "Move unit", NULL,
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@ -1176,7 +1176,7 @@ int move_unit_menu(void) {
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return RET_VAL_OK;
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}
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int launch_nuke(int colour, int nukex, int nukey, int targetx, int targety) {
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static int launch_nuke(int colour, int nukex, int nukey, int targetx, int targety) {
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bool human = (colour == COLOUR_LIGHT);
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int temp;
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struct resources *res;
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@ -1227,7 +1227,7 @@ int launch_nuke(int colour, int nukex, int nukey, int targetx, int targety) {
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return RET_VAL_OK;
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}
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int movement_menu(void) {
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static int movement_menu(void) {
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int selection = 0, temp;
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MENUITEM_STRINGLIST(menu, "Movement", NULL,
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@ -1328,7 +1328,7 @@ static const char* inventory_data(int selected_item, void * data,
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return buffer;
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}
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int show_inventory(void) {
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static int show_inventory(void) {
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struct simplelist_info info;
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rb->simplelist_info_init(&info, "Inventory", 9, NULL);
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info.hide_selection = true;
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@ -1340,7 +1340,7 @@ int show_inventory(void) {
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}
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}
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int production_menu(void) {
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static int production_menu(void) {
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int selection = 0, temp;
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MENUITEM_STRINGLIST(menu, "Production", NULL,
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@ -1401,7 +1401,7 @@ int production_menu(void) {
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return RET_VAL_OK;
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}
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void init_resources(void) {
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static void init_resources(void) {
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humanres.cash = superdom_settings.startcash;
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humanres.food = superdom_settings.startfood;
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humanres.tanks = 0;
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@ -1424,7 +1424,7 @@ void init_resources(void) {
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compres.moves = 0;
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}
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int select_square(void) {
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static int select_square(void) {
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int button = 0;
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draw_board();
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draw_cursor();
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@ -1527,7 +1527,7 @@ int select_square(void) {
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}
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}
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int killmen(int colour) {
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static int killmen(int colour) {
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bool human = (colour == COLOUR_LIGHT);
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int menkilled,i,j;
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int percent;
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@ -1557,7 +1557,7 @@ int killmen(int colour) {
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}
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/* return -1 if error, 1 if attack is succeeded, 0 otherwise */
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int attack_territory(int colour, int x, int y) {
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static int attack_territory(int colour, int x, int y) {
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bool human = (colour == COLOUR_LIGHT);
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int str_diff;
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@ -1613,7 +1613,7 @@ int attack_territory(int colour, int x, int y) {
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return 0;
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}
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int war_menu(void) {
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static int war_menu(void) {
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int selection = 0, temp;
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MENUITEM_STRINGLIST(menu, "War!", NULL,
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@ -1652,7 +1652,7 @@ struct threat {
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int str_diff;
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};
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bool place_adjacent(bool tank, int x, int y) {
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static bool place_adjacent(bool tank, int x, int y) {
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int type = (tank? 1: 2);
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if(!buy_resources(COLOUR_DARK, type, x, y, 0)) {
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return true;
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@ -1672,7 +1672,7 @@ bool place_adjacent(bool tank, int x, int y) {
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return false;
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}
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bool has_adjacent(int x, int y) {
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static bool has_adjacent(int x, int y) {
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if((board[x][y].colour == COLOUR_LIGHT) &&
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((board[x-1][y].colour == COLOUR_DARK) ||
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(board[x+1][y].colour == COLOUR_DARK) ||
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@ -1683,7 +1683,7 @@ bool has_adjacent(int x, int y) {
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return 0;
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}
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void find_adjacent(int x, int y, int* adj_x, int* adj_y) {
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static void find_adjacent(int x, int y, int* adj_x, int* adj_y) {
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/* Finds adjacent squares, returning squares without tanks on them
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* in preference to those with them */
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if(board[x-1][y].colour == COLOUR_DARK) {
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@ -1708,7 +1708,7 @@ void find_adjacent(int x, int y, int* adj_x, int* adj_y) {
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}
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}
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void computer_allocate(void) {
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static void computer_allocate(void) {
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/* Firstly, decide whether to go offensive or defensive.
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* This is primarily decided by the human player posing a threat to either
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* the computer's farms or factories */
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@ -1864,7 +1864,7 @@ void computer_allocate(void) {
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compres.cash = 0;
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}
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int find_adj_target(int x, int y, struct cursor* adj) {
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static int find_adj_target(int x, int y, struct cursor* adj) {
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/* Find a square next to a computer's farm or factory owned by the player
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* that is vulnerable. Return 1 on success, 0 otherwise */
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if(board[x+1][y].colour == COLOUR_LIGHT &&
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@ -1894,7 +1894,7 @@ int find_adj_target(int x, int y, struct cursor* adj) {
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return 0;
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}
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void computer_war(void) {
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static void computer_war(void) {
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/* Work out where to attack - prioritise the defence of buildings */
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int i, j;
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bool found_target = true;
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@ -2007,7 +2007,7 @@ static int load_game(const char* file) {
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return 0;
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}
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void default_settings(void) {
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static void default_settings(void) {
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superdom_settings.compstartfarms = 1;
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superdom_settings.compstartinds = 1;
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superdom_settings.humanstartfarms = 2;
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@ -2017,7 +2017,7 @@ void default_settings(void) {
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superdom_settings.movesperturn = 2;
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}
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int average_strength(int colour) {
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static int average_strength(int colour) {
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/* This function calculates the average strength of the given player,
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* used to determine when the computer wins or loses. */
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int i,j;
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