Move src/lib/subs/empobj.c back to src/lib/common/
Commit 77e95bd7
(v4.3.12) moved it from its natural home because
obj_nameof() required stuff from subs/. Now that obj_nameof() is
gone, move it back.
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75
src/lib/common/empobj.c
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75
src/lib/common/empobj.c
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/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2011, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* ---
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*
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* See files README, COPYING and CREDITS in the root of the source
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* tree for related information and legal notices. It is expected
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* that future projects/authors will amend these files as needed.
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*
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* ---
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*
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* empobj.c: Common functions on struct empobj and
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* union empobj_storage
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*
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* Known contributors to this file:
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* Ron Koenderink, 2006
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* Markus Armbruster, 2006-2008
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*/
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#include <config.h>
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#include "empobj.h"
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#include "file.h"
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#include "optlist.h"
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char *
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empobj_chr_name(struct empobj *gp)
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{
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switch (gp->ef_type) {
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case EF_LAND:
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return lchr[(int)gp->type].l_name;
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case EF_SHIP:
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return mchr[(int)gp->type].m_name;
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case EF_PLANE:
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return plchr[(int)gp->type].pl_name;
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case EF_NUKE:
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return nchr[(int)gp->type].n_name;
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case EF_SECTOR:
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return dchr[(int)gp->type].d_name;
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}
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CANT_REACH();
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return "The Beast";
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}
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int
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get_empobj_mob_max(int type)
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{
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switch (type) {
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case EF_SHIP:
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return ship_mob_max;
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case EF_LAND:
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return land_mob_max;
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case EF_PLANE:
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return plane_mob_max;
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case EF_SECTOR:
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return sect_mob_max;
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}
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CANT_REACH();
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return -1;
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}
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