2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2009, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future projects/authors will amend these files as needed.
28 * game.c: Game file access
30 * Known contributors to this file:
31 * Markus Armbruster, 2007-2009
37 * An Empire turn is terminated by an update. The Empire clock counts
38 * turns and ETUs, i.e. it ticks etu_per_update times per turn. When
39 * updates move around in real time (schedule change, downtime, etc.),
40 * the Empire clock automatically adapts the duration of an ETU
50 #include "prototypes.h"
54 * Enable / disable updates
57 game_ctrl_update(int enable)
59 struct gamestr *game = getgamep();
61 game->game_upd_disable = !enable;
66 * Are updates disabled?
69 updates_disabled(void)
71 return getgamep()->game_upd_disable;
75 * Enable / disable play
78 game_ctrl_play(int enable)
80 struct gamestr *game = getgamep();
82 game->game_down = !enable;
90 game_play_disabled(void)
92 return getgamep()->game_down;
96 * Notice that a player broke sanctuary.
97 * This starts the Empire clock if it hasn't been started yet.
100 game_note_bsanct(void)
102 struct gamestr *game = getgamep();
104 if (game->game_rt == 0) {
105 game->game_rt = time(NULL);
111 * Record an update in the game file, the current time is NOW.
112 * This starts the Empire clock if it hasn't been started yet.
115 game_record_update(time_t now)
117 struct gamestr *game = getgamep();
126 * Return current duration of an ETU in seconds.
127 * Note: may return HUGE_VAL when the Empire clock is not ticking.
130 secs_per_etu(struct gamestr *game)
134 if (!game->game_rt || !update_time[0])
135 return HUGE_VAL; /* not started or no update scheduled */
137 secs = update_time[0] - game->game_rt;
139 return HUGE_VAL; /* update seems to be late */
140 return secs / (etu_per_update - game->game_tick);
144 * Update the Empire clock according to the current real time.
145 * Return the game struct.
150 struct gamestr *game = getgamep();
151 double dsecs, s_p_etu;
154 dsecs = time(NULL) - game->game_rt;
155 if (CANT_HAPPEN(dsecs < 0))
157 s_p_etu = secs_per_etu(game);
158 detu = (int)(dsecs / s_p_etu);
160 if (CANT_HAPPEN(game->game_tick + detu > etu_per_update))
161 detu = etu_per_update - game->game_tick;
162 game->game_tick += detu;
163 game->game_rt += detu * s_p_etu;
171 * Set ETU timestamp *TICK to the current ETU time.
172 * Return by how many ETUs it was increased.
175 game_tick_to_now(short *tick)
177 return game_step_a_tick(game_tick_tick(), tick);
181 * Set ETU timestamp *TICK to the ETU time recorded in the game struct.
182 * The Empire clock is not updated.
183 * Return by how many ETUs it was increased.
186 game_step_a_tick(struct gamestr *game, short *tick)
190 etu = game->game_tick - *tick;
191 if (CANT_HAPPEN(etu < 0))
193 *tick = game->game_tick;
198 * Reset ETU timestamp *TICK to zero.
199 * Return how many ETUs it had left until etu_per_update.
202 game_reset_tick(short *tick)
206 etu = etu_per_update - *tick;
207 if (CANT_HAPPEN(etu < 0))