mirror of
https://salsa.debian.org/games-team/bsdgames
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430 lines
9.9 KiB
C
430 lines
9.9 KiB
C
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/* $NetBSD: answer.c,v 1.7 2004/11/05 21:30:32 dsl Exp $ */
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/*
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* Copyright (c) 1983-2003, Regents of the University of California.
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* + Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* + Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* + Neither the name of the University of California, San Francisco nor
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* the names of its contributors may be used to endorse or promote
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* products derived from this software without specific prior written
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* permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
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* IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
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* PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include <sys/cdefs.h>
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#ifndef lint
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__RCSID("$NetBSD: answer.c,v 1.7 2004/11/05 21:30:32 dsl Exp $");
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#endif /* not lint */
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# include <ctype.h>
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# include <errno.h>
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# include <fcntl.h>
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# include <stdlib.h>
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# include <unistd.h>
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# include <sys/time.h>
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# include "hunt.h"
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# define SCOREDECAY 15
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static char Ttyname[NAMELEN];
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int
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answer()
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{
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PLAYER *pp;
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int newsock;
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static u_long mode;
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static char name[NAMELEN];
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static char team;
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static int enter_status;
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static int socklen;
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static u_long machine;
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static u_int32_t uid;
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static SOCKET sockstruct;
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char *cp1, *cp2;
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int flags;
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u_int32_t version;
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int i;
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# ifdef INTERNET
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socklen = sizeof sockstruct;
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# else
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socklen = sizeof sockstruct - 1;
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# endif
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errno = 0;
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newsock = accept(Socket, (struct sockaddr *) &sockstruct, &socklen);
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if (newsock < 0)
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{
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if (errno == EINTR)
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return FALSE;
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# ifdef LOG
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syslog(LOG_ERR, "accept: %m");
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# else
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perror("accept");
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# endif
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cleanup(1);
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}
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# ifdef INTERNET
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machine = ntohl(((struct sockaddr_in *) &sockstruct)->sin_addr.s_addr);
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# else
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if (machine == 0)
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machine = gethostid();
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# endif
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version = htonl((u_int32_t) HUNT_VERSION);
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(void) write(newsock, (char *) &version, LONGLEN);
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(void) read(newsock, (char *) &uid, LONGLEN);
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uid = ntohl((unsigned long) uid);
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(void) read(newsock, name, NAMELEN);
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(void) read(newsock, &team, 1);
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(void) read(newsock, (char *) &enter_status, LONGLEN);
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enter_status = ntohl((unsigned long) enter_status);
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(void) read(newsock, Ttyname, NAMELEN);
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(void) read(newsock, (char *) &mode, sizeof mode);
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mode = ntohl(mode);
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/*
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* Turn off blocking I/O, so a slow or dead terminal won't stop
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* the game. All subsequent reads check how many bytes they read.
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*/
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flags = fcntl(newsock, F_GETFL, 0);
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flags |= O_NDELAY;
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(void) fcntl(newsock, F_SETFL, flags);
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/*
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* Make sure the name contains only printable characters
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* since we use control characters for cursor control
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* between driver and player processes
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*/
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for (cp1 = cp2 = name; *cp1 != '\0'; cp1++)
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if (isprint((unsigned char)*cp1) || *cp1 == ' ')
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*cp2++ = *cp1;
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*cp2 = '\0';
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# ifdef INTERNET
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if (mode == C_MESSAGE) {
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char buf[BUFSIZ + 1];
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int n;
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if (team == ' ')
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(void) sprintf(buf, "%s: ", name);
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else
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(void) sprintf(buf, "%s[%c]: ", name, team);
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n = strlen(buf);
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for (pp = Player; pp < End_player; pp++) {
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cgoto(pp, HEIGHT, 0);
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outstr(pp, buf, n);
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}
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while ((n = read(newsock, buf, BUFSIZ)) > 0)
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for (pp = Player; pp < End_player; pp++)
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outstr(pp, buf, n);
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for (pp = Player; pp < End_player; pp++) {
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ce(pp);
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sendcom(pp, REFRESH);
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sendcom(pp, READY, 0);
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(void) fflush(pp->p_output);
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}
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(void) close(newsock);
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return FALSE;
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}
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else
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# endif
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# ifdef MONITOR
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if (mode == C_MONITOR)
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if (End_monitor < &Monitor[MAXMON]) {
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pp = End_monitor++;
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i = pp - Monitor + MAXPL + 3;
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} else {
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socklen = 0;
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(void) write(newsock, (char *) &socklen,
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sizeof socklen);
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(void) close(newsock);
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return FALSE;
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}
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else
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# endif
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if (End_player < &Player[MAXPL]) {
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pp = End_player++;
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i = pp - Player + 3;
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} else {
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socklen = 0;
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(void) write(newsock, (char *) &socklen,
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sizeof socklen);
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(void) close(newsock);
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return FALSE;
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}
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#ifdef MONITOR
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if (mode == C_MONITOR && team == ' ')
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team = '*';
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#endif
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pp->p_ident = get_ident(machine, uid, name, team);
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pp->p_output = fdopen(newsock, "w");
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pp->p_death[0] = '\0';
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pp->p_fd = newsock;
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fdset[i].fd = newsock;
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fdset[i].events = POLLIN;
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pp->p_y = 0;
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pp->p_x = 0;
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# ifdef MONITOR
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if (mode == C_MONITOR)
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stmonitor(pp);
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else
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# endif
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stplayer(pp, enter_status);
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return TRUE;
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}
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# ifdef MONITOR
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void
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stmonitor(pp)
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PLAYER *pp;
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{
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int line;
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PLAYER *npp;
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memcpy(pp->p_maze, Maze, sizeof Maze);
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drawmaze(pp);
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(void) sprintf(Buf, "%5.5s%c%-10.10s %c", " ", stat_char(pp),
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pp->p_ident->i_name, pp->p_ident->i_team);
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line = STAT_MON_ROW + 1 + (pp - Monitor);
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for (npp = Player; npp < End_player; npp++) {
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cgoto(npp, line, STAT_NAME_COL);
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outstr(npp, Buf, STAT_NAME_LEN);
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}
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for (npp = Monitor; npp < End_monitor; npp++) {
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cgoto(npp, line, STAT_NAME_COL);
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outstr(npp, Buf, STAT_NAME_LEN);
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}
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sendcom(pp, REFRESH);
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sendcom(pp, READY, 0);
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(void) fflush(pp->p_output);
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}
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# endif
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void
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stplayer(newpp, enter_status)
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PLAYER *newpp;
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int enter_status;
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{
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int x, y;
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PLAYER *pp;
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Nplayer++;
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for (y = 0; y < UBOUND; y++)
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for (x = 0; x < WIDTH; x++)
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newpp->p_maze[y][x] = Maze[y][x];
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for ( ; y < DBOUND; y++) {
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for (x = 0; x < LBOUND; x++)
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newpp->p_maze[y][x] = Maze[y][x];
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for ( ; x < RBOUND; x++)
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newpp->p_maze[y][x] = SPACE;
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for ( ; x < WIDTH; x++)
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newpp->p_maze[y][x] = Maze[y][x];
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}
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for ( ; y < HEIGHT; y++)
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for (x = 0; x < WIDTH; x++)
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newpp->p_maze[y][x] = Maze[y][x];
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do {
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x = rand_num(WIDTH - 1) + 1;
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y = rand_num(HEIGHT - 1) + 1;
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} while (Maze[y][x] != SPACE);
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newpp->p_over = SPACE;
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newpp->p_x = x;
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newpp->p_y = y;
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newpp->p_undershot = FALSE;
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# ifdef FLY
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if (enter_status == Q_FLY) {
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newpp->p_flying = rand_num(20);
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newpp->p_flyx = 2 * rand_num(6) - 5;
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newpp->p_flyy = 2 * rand_num(6) - 5;
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newpp->p_face = FLYER;
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}
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else
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# endif
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{
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newpp->p_flying = -1;
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newpp->p_face = rand_dir();
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}
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newpp->p_damage = 0;
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newpp->p_damcap = MAXDAM;
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newpp->p_nchar = 0;
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newpp->p_ncount = 0;
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newpp->p_nexec = 0;
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newpp->p_ammo = ISHOTS;
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# ifdef BOOTS
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newpp->p_nboots = 0;
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# endif
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if (enter_status == Q_SCAN) {
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newpp->p_scan = SCANLEN;
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newpp->p_cloak = 0;
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}
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else {
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newpp->p_scan = 0;
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newpp->p_cloak = CLOAKLEN;
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}
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newpp->p_ncshot = 0;
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do {
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x = rand_num(WIDTH - 1) + 1;
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y = rand_num(HEIGHT - 1) + 1;
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} while (Maze[y][x] != SPACE);
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Maze[y][x] = GMINE;
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++)
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check(pp, y, x);
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# endif
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do {
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x = rand_num(WIDTH - 1) + 1;
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y = rand_num(HEIGHT - 1) + 1;
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} while (Maze[y][x] != SPACE);
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Maze[y][x] = MINE;
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++)
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check(pp, y, x);
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# endif
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(void) sprintf(Buf, "%5.2f%c%-10.10s %c", newpp->p_ident->i_score,
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stat_char(newpp), newpp->p_ident->i_name,
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newpp->p_ident->i_team);
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y = STAT_PLAY_ROW + 1 + (newpp - Player);
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for (pp = Player; pp < End_player; pp++) {
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if (pp != newpp) {
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char smallbuf[10];
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pp->p_ammo += NSHOTS;
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newpp->p_ammo += NSHOTS;
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cgoto(pp, y, STAT_NAME_COL);
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outstr(pp, Buf, STAT_NAME_LEN);
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(void) sprintf(smallbuf, "%3d", pp->p_ammo);
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cgoto(pp, STAT_AMMO_ROW, STAT_VALUE_COL);
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outstr(pp, smallbuf, 3);
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}
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}
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# ifdef MONITOR
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for (pp = Monitor; pp < End_monitor; pp++) {
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cgoto(pp, y, STAT_NAME_COL);
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outstr(pp, Buf, STAT_NAME_LEN);
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}
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# endif
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drawmaze(newpp);
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drawplayer(newpp, TRUE);
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look(newpp);
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# ifdef FLY
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if (enter_status == Q_FLY)
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/* Make sure that the position you enter in will be erased */
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showexpl(newpp->p_y, newpp->p_x, FLYER);
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# endif
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sendcom(newpp, REFRESH);
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sendcom(newpp, READY, 0);
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(void) fflush(newpp->p_output);
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}
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/*
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* rand_dir:
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* Return a random direction
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*/
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int
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rand_dir()
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{
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switch (rand_num(4)) {
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case 0:
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return LEFTS;
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case 1:
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return RIGHT;
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case 2:
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return BELOW;
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case 3:
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return ABOVE;
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}
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/* NOTREACHED */
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return(-1);
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}
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/*
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* get_ident:
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* Get the score structure of a player
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*/
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IDENT *
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get_ident(machine, uid, name, team)
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u_long machine;
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u_long uid;
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const char *name;
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char team;
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{
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IDENT *ip;
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static IDENT punt;
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for (ip = Scores; ip != NULL; ip = ip->i_next)
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if ((unsigned long)ip->i_machine == machine
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&& (unsigned long)ip->i_uid == uid
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&& ip->i_team == team
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&& strncmp(ip->i_name, name, NAMELEN) == 0)
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break;
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if (ip != NULL) {
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if (ip->i_entries < SCOREDECAY)
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ip->i_entries++;
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else
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ip->i_kills = (ip->i_kills * (SCOREDECAY - 1))
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/ SCOREDECAY;
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ip->i_score = ip->i_kills / (double) ip->i_entries;
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}
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else {
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ip = (IDENT *) malloc(sizeof (IDENT));
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if (ip == NULL) {
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/* Fourth down, time to punt */
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ip = &punt;
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}
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ip->i_machine = machine;
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ip->i_team = team;
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ip->i_uid = uid;
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strncpy(ip->i_name, name, NAMELEN);
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ip->i_kills = 0;
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ip->i_entries = 1;
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ip->i_score = 0;
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ip->i_absorbed = 0;
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ip->i_faced = 0;
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ip->i_shot = 0;
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ip->i_robbed = 0;
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ip->i_slime = 0;
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ip->i_missed = 0;
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ip->i_ducked = 0;
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ip->i_gkills = ip->i_bkills = ip->i_deaths = 0;
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ip->i_stillb = ip->i_saved = 0;
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ip->i_next = Scores;
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Scores = ip;
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}
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return ip;
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}
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