/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2000, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
- * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
- * related information and legal notices. It is expected that any future
- * projects/authors will amend these files as needed.
+ * See files README, COPYING and CREDITS in the root of the source
+ * tree for related information and legal notices. It is expected
+ * that future projects/authors will amend these files as needed.
*
* ---
*
* sect.c: Sector pre-write and post-read data massage
- *
+ *
* Known contributors to this file:
* Dave Pare, 1989
* Steve McClure, 1996
+ * Markus Armbruster, 2004-2016
*/
+#include <config.h>
+
+#include <ctype.h>
+#include "game.h"
+#include "lost.h"
#include "misc.h"
+#include "nsc.h"
+#include "optlist.h"
#include "player.h"
-#include "var.h"
+#include "prototypes.h"
#include "sect.h"
+#include "update.h"
#include "xy.h"
-#include "nat.h"
-#include "deity.h"
-#include "file.h"
-#include "land.h"
-#include "nsc.h"
-#include "plane.h"
-#include "prototypes.h"
-#include "optlist.h"
-static void give_back_cap(struct sctstr *sp);
-
-/*ARGSUSED*/
-int
-sct_postread(int id, s_char *ptr)
-{
- struct sctstr *sp = (struct sctstr *) ptr;
-
- checksect(sp);
- player->owner = (player->god || sp->sct_own == player->cnum);
- if (opt_MOB_ACCESS)
- sct_do_upd_mob(sp);
- return 1;
-}
-
-/*ARGSUSED*/
-int
-sct_prewrite(int id, s_char *ptr)
+void
+sct_postread(int id, void *ptr)
{
- struct sctstr *sp = (struct sctstr *) ptr;
- struct sctstr sect;
+ struct sctstr *sp = ptr;
- time(&sp->sct_timestamp);
+ player->owner = (player->god || sp->sct_own == player->cnum);
- checksect(sp);
- getsect(sp->sct_x, sp->sct_y, §);
- return 1;
+ if (opt_MOB_ACCESS && sp->sct_own && sp->sct_type != SCT_SANCT
+ && !update_running)
+ mob_inc_sect(sp, game_tick_to_now(&sp->sct_access));
}
-int
-checksect(struct sctstr *sp)
+void
+sct_prewrite(int id, void *old, void *new)
{
- int mil, civs, loyalcivs;
-
- /* shouldn't happen, but... */
- if (sp->sct_mobil > 127)
- sp->sct_mobil = 0;
-
- mil = getvar(V_MILIT, (s_char *)sp, EF_SECTOR);
- civs = getvar(V_CIVIL, (s_char *)sp, EF_SECTOR);
- if (sp->sct_own == sp->sct_oldown)
- loyalcivs = civs;
- else
- loyalcivs = 0;
-
- if (sp->sct_effic < 20) {
- if (sp->sct_type == SCT_BSPAN)
- knockdown(sp, 0);
- else if (sp->sct_type == SCT_BTOWER) {
- knockdown(sp, 0);
- bridgefall(sp, 0);
- }
- }
- if (sp->sct_own != 0 && !civs) {
- sp->sct_work = 100;
- sp->sct_oldown = sp->sct_own;
- }
- /* If they have a military unit there, they still own it */
- if (sp->sct_own && !loyalcivs && !(sp->sct_flags & MOVE_IN_PROGRESS)) {
- if (!mil && !has_units(sp->sct_x,sp->sct_y,sp->sct_own,0)) {
- /* more cruft! */
- if (sp->sct_type == SCT_CAPIT ||
- sp->sct_type == SCT_MOUNT)
- caploss(sp, sp->sct_own, "");
-
- if (sp->sct_oldown == sp->sct_own) {
- makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
- sp->sct_own = 0;
- sp->sct_oldown = 0;
- } else {
- /* if oldown gets his cap back make agri */
- if (sp->sct_oldown &&
- player->cnum == sp->sct_own &&
- sp->sct_type == SCT_CAPIT &&
- sp->sct_newtype == SCT_CAPIT)
- give_back_cap(sp);
- takeover(sp, sp->sct_oldown);
- }
- sp->sct_mobil = 0;
- }
- }
- if (!opt_DEFENSE_INFRA)
- sp->sct_defense = sp->sct_effic;
- return 1;
+ struct sctstr *oldsp = old;
+ struct sctstr *sp = new;
+ coord x, y;
+ int mil, civs;
+ natid own, prev_own;
+
+ sctoff2xy(&x, &y, sp->sct_uid);
+ if (CANT_HAPPEN(sp->sct_x != x || sp->sct_y != y)) {
+ sp->sct_x = x;
+ sp->sct_y = y;
+ }
+
+ bridge_damaged(sp);
+ item_prewrite(sp->sct_item);
+
+ mil = sp->sct_item[I_MILIT];
+ civs = sp->sct_item[I_CIVIL];
+ own = sp->sct_own;
+ prev_own = oldsp->sct_own;
+
+ if (!civs) {
+ sp->sct_work = 100;
+ sp->sct_loyal = 0;
+ sp->sct_oldown = own;
+ }
+
+ /*
+ * Without civilians, military and land units, revert to deity.
+ * Note: would_abandon() must match this condition.
+ */
+ if (own && !civs && !mil && !has_units(sp->sct_x, sp->sct_y, own)
+ && !(sp->sct_flags & MOVE_IN_PROGRESS)) {
+ own = sp->sct_own = 0;
+ sp->sct_oldown = 0;
+ sp->sct_mobil = 0;
+ if (sp->sct_type == SCT_CAPIT || sp->sct_type == SCT_MOUNT)
+ caploss(sp, prev_own, "");
+ }
+
+ if (prev_own != own)
+ lost_and_found(EF_SECTOR, prev_own, own, 0, sp->sct_x, sp->sct_y);
}
-int
-issector(s_char *arg)
+void
+item_prewrite(short *item)
{
- s_char c;
-
- while (0 != (c = *arg++))
- if (!isdigit(c) && !isspace(c) && (c != '/'))
- return 1;
-
- return 0;
+ i_type i;
+
+ for (i = I_NONE + 1; i <= I_MAX; ++i) {
+ if (CANT_HAPPEN(item[i] < 0))
+ item[i] = 0;
+ else if (CANT_HAPPEN(item[i] > ITEM_MAX))
+ item[i] = ITEM_MAX;
+ }
}
-static void
-give_back_cap(struct sctstr *sp)
+int
+issector(char *arg)
{
- struct natstr *natp = getnatp(sp->sct_oldown);
+ char c;
- if (xrel(natp,natp->nat_xcap) == xrel(natp,sp->sct_x) &&
- yrel(natp,natp->nat_ycap) == yrel(natp,sp->sct_y)) {
- sp->sct_newtype = SCT_AGRI;
- }
-}
+ while (0 != (c = *arg++))
+ if (!isdigit(c) && !isspace(c) && (c != '/'))
+ return 1;
-void
-sct_init(coord x, coord y, s_char *ptr)
-{
- struct sctstr *sp = (struct sctstr *) ptr;
-
- sp->ef_type = EF_SECTOR;
- sp->sct_x = x;
- sp->sct_y = y;
- sp->sct_dist_x = x;
- sp->sct_dist_y = y;
+ return 0;
}