Import of Empire 4.2.12
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src/lib/subs/sect.c
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168
src/lib/subs/sect.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) 1986-2000, 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 the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
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* related information and legal notices. It is expected that any future
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* projects/authors will amend these files as needed.
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*
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* ---
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*
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* sect.c: Sector pre-write and post-read data massage
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*
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* Known contributors to this file:
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* Dave Pare, 1989
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* Steve McClure, 1996
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*/
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#include "misc.h"
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#include "player.h"
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#include "var.h"
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#include "sect.h"
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#include "xy.h"
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#include "nat.h"
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#include "deity.h"
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#include "file.h"
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#include "land.h"
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#include "nsc.h"
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#include "plane.h"
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#include "prototypes.h"
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#include "optlist.h"
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static void give_back_cap(struct sctstr *sp);
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/*ARGSUSED*/
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int
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sct_postread(int id, s_char *ptr)
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{
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struct sctstr *sp = (struct sctstr *) ptr;
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checksect(sp);
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player->owner = (player->god || sp->sct_own == player->cnum);
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if (opt_MOB_ACCESS)
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sct_do_upd_mob(sp);
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return 1;
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}
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/*ARGSUSED*/
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int
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sct_prewrite(int id, s_char *ptr)
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{
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struct sctstr *sp = (struct sctstr *) ptr;
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struct sctstr sect;
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time(&sp->sct_timestamp);
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checksect(sp);
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getsect(sp->sct_x, sp->sct_y, §);
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return 1;
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}
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int
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checksect(struct sctstr *sp)
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{
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int mil, civs, loyalcivs;
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/* shouldn't happen, but... */
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if (sp->sct_mobil > 127)
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sp->sct_mobil = 0;
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mil = getvar(V_MILIT, (s_char *)sp, EF_SECTOR);
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civs = getvar(V_CIVIL, (s_char *)sp, EF_SECTOR);
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if (sp->sct_own == sp->sct_oldown)
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loyalcivs = civs;
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else
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loyalcivs = 0;
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if (sp->sct_effic < 20) {
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if (sp->sct_type == SCT_BSPAN)
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knockdown(sp, 0);
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else if (sp->sct_type == SCT_BTOWER) {
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knockdown(sp, 0);
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bridgefall(sp, 0);
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}
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}
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if (sp->sct_own != 0 && !civs) {
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sp->sct_work = 100;
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sp->sct_oldown = sp->sct_own;
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}
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/* If they have a military unit there, they still own it */
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if (sp->sct_own && !loyalcivs && !(sp->sct_flags & MOVE_IN_PROGRESS)) {
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if (!mil && !has_units(sp->sct_x,sp->sct_y,sp->sct_own,0)) {
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/* more cruft! */
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if (sp->sct_type == SCT_CAPIT ||
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sp->sct_type == SCT_MOUNT)
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caploss(sp, sp->sct_own, "");
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if (sp->sct_oldown == sp->sct_own) {
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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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} else {
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/* if oldown gets his cap back make agri */
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if (sp->sct_oldown &&
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player->cnum == sp->sct_own &&
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sp->sct_type == SCT_CAPIT &&
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sp->sct_newtype == SCT_CAPIT)
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give_back_cap(sp);
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takeover(sp, sp->sct_oldown);
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}
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sp->sct_mobil = 0;
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}
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}
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if (!opt_DEFENSE_INFRA)
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sp->sct_defense = sp->sct_effic;
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return 1;
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}
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int
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issector(s_char *arg)
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{
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s_char c;
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while (0 != (c = *arg++))
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if (!isdigit(c) && !isspace(c) && (c != '/'))
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return 1;
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return 0;
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}
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static void
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give_back_cap(struct sctstr *sp)
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{
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struct natstr *natp = getnatp(sp->sct_oldown);
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if (xrel(natp,natp->nat_xcap) == xrel(natp,sp->sct_x) &&
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yrel(natp,natp->nat_ycap) == yrel(natp,sp->sct_y)) {
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sp->sct_newtype = SCT_AGRI;
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}
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}
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void
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sct_init(coord x, coord y, s_char *ptr)
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{
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struct sctstr *sp = (struct sctstr *) ptr;
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sp->ef_type = EF_SECTOR;
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sp->sct_x = x;
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sp->sct_y = y;
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sp->sct_dist_x = x;
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sp->sct_dist_y = y;
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}
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