<commit_before>
#define defstruct  typedef struct 

defstruct { int x, y; } Vec2i;

/* map coordinates */
typedef Vec2i Mcrd; 


defstruct {
  int   range_of_vision;
  int   morale;
  int   count;
  int   ms; /*melee_skill*/
  int   strength;
  int   toughness;
  int   attacks;
  int   armor;
  int   mvp; /*move points*/
  int * ter_mvp; /* terrain move cost */
  int * ter_ms; /* melee_skill bonuses at different terrains */
} Unit_type;



#define SKILL_RNG       1
#define SKILL_BRSK      2
#define SKILL_INVIS     3
#define SKILL_IGNR      4
#define SKILL_ARMORED   5
#define SKILL_ARMPIERC  6
#define SKILL_NORETURN  7

defstruct { int t; int power;        } Skill_berserk;
defstruct { int t; int skill, power, range; } Skill_range;

typedef union {
  int t; /* type: SKILL_* */
  Skill_range    rng;
  Skill_berserk  brsk;
} Skill;


#define UNIT_TYPE_DEFENDER 0
#define UNIT_TYPE_HUNTER   1
#define UNIT_TYPE_ARCHER   2

defstruct {
  int   t; /*UNIT_TYPE_**/
  int   id;
  int   count;<commit_msg>structs.h: Formatting.<commit_after>
#define defstruct  typedef struct 

defstruct { int x, y; } Vec2i;

/* map coordinates */
typedef Vec2i Mcrd; 


defstruct {
  int   range_of_vision;
  int   morale;
  int   count;
  int   ms; /*melee_skill*/
  int   strength;
  int   toughness;
  int   attacks;
  int   armor;
  int   mvp; /*move points*/
  int * ter_mvp; /* terrain move cost */
  int * ter_ms; /* melee_skill bonuses at different terrains */
} Unit_type;



#define SKILL_RNG       1
#define SKILL_BRSK      2
#define SKILL_INVIS     3
#define SKILL_IGNR      4
#define SKILL_ARMORED   5
#define SKILL_ARMPIERC  6
#define SKILL_NORETURN  7

defstruct { int t; int power; } Skill_berserk;
defstruct { int t; int skill, power, range; } Skill_range;

typedef union {
  int t; /* type: SKILL_* */
  Skill_range    rng;
  Skill_berserk  brsk;
} Skill;


#define UNIT_TYPE_DEFENDER 0
#define UNIT_TYPE_HUNTER   1
#define UNIT_TYPE_ARCHER   2

defstruct {
  int   t; /*UNIT_TYPE_**/
  int   id;
  int   count;
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