Clean up library dependencies
Move stuff to untangle the ugly cyclic dependencies between the archives built for selected subdirectories of src/lib/: * Move common/io.c to empthread/ because it requires empthread stuff * Move parts of subs/nstr.c to common/nstreval.c to satisfy common/ef_verify.o * Move getstarg.c getstring.c onearg.c from gen/ to subs/ because they require stuff from there * Move bridgefall.c check.c damage.c empobj.c journal.c maps.c sectdamage.c from common/ to subs/ because they require stuff from there * Move cnumb.c from subs/ to common/ to satisfy common/type.o * Move log.c fsize.c from common/ to gen/ because they really belong there * Move emp_config.c mapdist.c from gen/ to common/ because they really belong there, and require stuff from libglobal.a Also package as/ as libas.a to satisfy common/path.o. Remaining dependencies: lib needs -------------------------------------------- libas.a libglobal.a libcommon.a libas.a libglobal.a libgen.a libgen.a libglobal.a liblwp.a libgen.a libw32.a[*] libgen.a [*] Except for service.o, which can only be linked into the server Link order now: liblwp.a libcommon.a libas.a libgen.a libglobal.a libw32.a. The position of libw32.a is not quite right, but works anyway.
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1cbb37d4fb
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20 changed files with 235 additions and 191 deletions
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/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2008, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure
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*
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* This program 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 2 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, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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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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* bridgefall.c: Knock a bridge down
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*
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* Known contributors to this file:
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* Steve McClure, 1998
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*/
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#include <config.h>
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#include "file.h"
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#include "land.h"
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#include "lost.h"
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#include "misc.h"
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#include "nat.h"
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#include "nsc.h"
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#include "nuke.h"
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#include "optlist.h"
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#include "path.h"
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#include "plague.h"
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#include "plane.h"
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#include "prototypes.h"
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#include "sect.h"
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#include "xy.h"
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void
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bridgefall(struct sctstr *sp, struct emp_qelem *list)
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{
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int i;
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int j;
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struct sctstr sect;
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struct sctstr bh_sect;
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int nx;
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int ny;
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int nnx;
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int nny;
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for (i = 1; i <= 6; i++) {
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nx = sp->sct_x + diroff[i][0];
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ny = sp->sct_y + diroff[i][1];
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getsect(nx, ny, §);
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if (sect.sct_type != SCT_BSPAN)
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continue;
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for (j = 1; j <= 6; j++) {
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nnx = nx + diroff[j][0];
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nny = ny + diroff[j][1];
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if (nnx == sp->sct_x && nny == sp->sct_y)
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continue;
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getsect(nnx, nny, &bh_sect);
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if (bh_sect.sct_type == SCT_BHEAD &&
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bh_sect.sct_newtype == SCT_BHEAD)
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break;
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if (bh_sect.sct_type == SCT_BTOWER)
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break;
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/* With EASY_BRIDGES, it just has to be next to any
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land */
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if (opt_EASY_BRIDGES) {
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if (bh_sect.sct_type != SCT_WATER &&
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bh_sect.sct_type != SCT_BSPAN)
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break;
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}
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}
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if (j > 6) {
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knockdown(§, list);
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putsect(§);
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}
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}
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}
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/* Knock down a bridge span. Note that this does NOT write the
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* sector out to the database, it's up to the caller to do that. */
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void
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knockdown(struct sctstr *sp, struct emp_qelem *list)
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{
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struct lndstr land;
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struct plnstr plane;
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struct nukstr nuke;
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struct nstr_item ni;
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struct natstr *np;
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mpr(sp->sct_own,
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"Crumble... SCREEEECH! Splash! Bridge%s falls at %s!\n",
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sp->sct_type == SCT_BTOWER ? " tower" : "",
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xyas(sp->sct_x, sp->sct_y, sp->sct_own));
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sp->sct_type = SCT_WATER;
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sp->sct_newtype = SCT_WATER;
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makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
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sp->sct_own = 0;
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sp->sct_oldown = 0;
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sp->sct_mobil = 0;
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sp->sct_effic = 0;
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/* Sink all the units */
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snxtitem_xy(&ni, EF_LAND, sp->sct_x, sp->sct_y);
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while (nxtitem(&ni, &land)) {
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if (land.lnd_own == 0)
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continue;
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if (land.lnd_ship >= 0)
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continue;
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np = getnatp(land.lnd_own);
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if (np->nat_flags & NF_BEEP)
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mpr(land.lnd_own, "\07");
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mpr(land.lnd_own, " AARGH! %s tumbles to its doom!\n",
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prland(&land));
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land.lnd_effic = 0;
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putland(land.lnd_uid, &land);
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}
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/* Sink all the planes */
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snxtitem_xy(&ni, EF_PLANE, sp->sct_x, sp->sct_y);
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while (nxtitem(&ni, &plane)) {
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if (plane.pln_own == 0)
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continue;
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if (plane.pln_flags & PLN_LAUNCHED)
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continue;
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if (plane.pln_ship >= 0)
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continue;
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/* Is this plane flying in this list? */
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if (ac_isflying(&plane, list))
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continue;
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np = getnatp(plane.pln_own);
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if (np->nat_flags & NF_BEEP)
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mpr(plane.pln_own, "\07");
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mpr(plane.pln_own, " AARGH! %s tumbles to its doom!\n",
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prplane(&plane));
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plane.pln_effic = 0;
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putplane(plane.pln_uid, &plane);
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}
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/* Sink all the nukes */
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snxtitem_xy(&ni, EF_NUKE, sp->sct_x, sp->sct_y);
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while (nxtitem(&ni, &nuke)) {
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if (nuke.nuk_own == 0)
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continue;
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if (nuke.nuk_plane >= 0)
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continue;
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np = getnatp(nuke.nuk_own);
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if (np->nat_flags & NF_BEEP)
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mpr(nuke.nuk_own, "\07");
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mpr(nuke.nuk_own, " %s sinks to the bottom of the sea!\n",
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prnuke(&nuke));
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nuke.nuk_effic = 0;
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putnuke(nuke.nuk_uid, &nuke);
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}
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memset(sp->sct_item, 0, sizeof(sp->sct_item));
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memset(sp->sct_del, 0, sizeof(sp->sct_del));
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memset(sp->sct_dist, 0, sizeof(sp->sct_dist));
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sp->sct_pstage = PLG_HEALTHY;
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sp->sct_ptime = 0;
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sp->sct_che = 0;
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sp->sct_che_target = 0;
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}
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