* old node to the subsumed list.
* If not, ignore this neighbor.
* If this neighbor isn't in the queue, add it.
- *
*/
int
as_winnow(struct as_data *adp, struct as_coord *coords, int ncoords)
/*
* format: spy <SECTS>
- *
*/
static int check(coord *table, int *len, coord x, coord y);
*delta = (blitz_time * 60) - (*now % (blitz_time * 60));
*tim = *now + *delta;
break;
-
case UDP_NOREG:
default:
regular_update_time(now, tim, delta);
* WIN32 has a full pre-emptive threading environment. But Empire can
* not handle pre-emptive threading. Thus, we will use the threads,
* but limit the preemption using a Mutex semaphore.
- *
*/
#include <config.h>
/************************
* loc_FreeThreadInfo
- *
*/
static void
loc_FreeThreadInfo(empth_t *pThread)
/*
* Keep in mind that player command arguments are matched against
- * member name; no whitespace please.
+ * values of member name: no whitespace there, please.
*/
/* Dynamic game data */
/*
* Does the player->owner have military control of this sector?
- *
*/
int
military_control(struct sctstr *sp)
/*
* is p a list of ships/planes/units?
- *
*/
int
/*
* Interdict ships & land units
- *
*/
int
unit_interdict(coord x, coord y, natid victim, char *s, int hardtarget,
/*
* Arm only the planes at x,y
- *
*/
static int
mission_pln_arm(struct emp_qelem *list, coord x, coord y, int dist,
* unit will then call resupply, taking more time)
*
* May want to put code to resupply with SAMs here, later --ts
- *
*/
void
#if defined(_WIN32)
case 'I':
service_name = optarg;
- /*
- * fall out
- */
+ /* fall through */
case 'i':
install_service_set++;
break;
case 'R':
service_name = optarg;
- /*
- * fall out
- */
+ /* fall through */
case 'r':
remove_service_set++;
break;