subs: Simplify MOB_ACCESS mobility update
The do_upd_checking recursion guard is superfluous: do_mob_sect() doesn't call anything. Has been that way since MOB_ACCESS was added in Empire 3. Inline the remaining code of sct_do_upd_mob(), shp_do_upd_mob(), pln_do_upd_mob(), lnd_do_upd_mob() in their only callers sct_postread(), shp_postread(), pln_postread(), lnd_postread(). Rename do_mob_sect(), do_mob_ship(), do_mob_plane(), do_mob_land() to mob_sect, mob_ship(), mob_plane(), mob_land() and give them external linkage. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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6 changed files with 46 additions and 113 deletions
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@ -40,91 +40,9 @@
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#include "optlist.h"
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#include "plane.h"
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#include "sect.h"
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#include "server.h"
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#include "ship.h"
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#include "update.h"
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static int do_upd_checking;
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static void do_mob_land(struct lndstr *, int);
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static void do_mob_plane(struct plnstr *, int);
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static void do_mob_sect(struct sctstr *sp, int etus);
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static void do_mob_ship(struct shpstr *, int);
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void
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sct_do_upd_mob(struct sctstr *sp)
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{
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int etus;
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if (do_upd_checking || update_running)
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return;
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if (sp->sct_own == 0)
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return;
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if (sp->sct_type == SCT_SANCT)
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return;
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etus = game_tick_to_now(&sp->sct_access);
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if (etus == 0)
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return;
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do_upd_checking = 1; /* avoid recursion */
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do_mob_sect(sp, etus);
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do_upd_checking = 0;
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}
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void
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shp_do_upd_mob(struct shpstr *sp)
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{
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int etus;
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if (do_upd_checking || update_running)
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return;
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if (sp->shp_own == 0)
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return;
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etus = game_tick_to_now(&sp->shp_access);
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if (etus == 0)
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return;
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do_upd_checking = 1; /* avoid recursion */
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do_mob_ship(sp, etus);
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do_upd_checking = 0;
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}
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void
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lnd_do_upd_mob(struct lndstr *lp)
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{
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int etus;
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if (do_upd_checking || update_running)
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return;
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if (lp->lnd_own == 0)
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return;
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etus = game_tick_to_now(&lp->lnd_access);
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if (etus == 0)
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return;
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do_upd_checking = 1; /* avoid recursion */
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do_mob_land(lp, etus);
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do_upd_checking = 0;
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}
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void
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pln_do_upd_mob(struct plnstr *pp)
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{
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int etus;
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if (do_upd_checking || update_running)
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return;
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if (pp->pln_own == 0)
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return;
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etus = game_tick_to_now(&pp->pln_access);
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if (etus == 0)
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return;
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do_upd_checking = 1; /* avoid recursion */
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do_mob_plane(pp, etus);
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do_upd_checking = 0;
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}
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/* Increase mobility of everything for @etus ETUs, update timestamps */
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void
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mob_inc_all(int etus)
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@ -141,30 +59,31 @@ mob_inc_all(int etus)
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for (i = 0; (sectp = getsectid(i)); i++) {
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sectp->sct_timestamp = now;
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if (!opt_MOB_ACCESS)
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do_mob_sect(sectp, etus);
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mob_inc_sect(sectp, etus);
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}
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for (i = 0; (sp = getshipp(i)); i++) {
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sp->shp_timestamp = now;
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if (!opt_MOB_ACCESS)
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do_mob_ship(sp, etus);
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mob_inc_ship(sp, etus);
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}
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for (i = 0; (pp = getplanep(i)); i++) {
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pp->pln_timestamp = now;
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if (!opt_MOB_ACCESS)
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do_mob_plane(pp, etus);
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mob_inc_plane(pp, etus);
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}
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for (i = 0; (lp = getlandp(i)); i++) {
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lp->lnd_timestamp = now;
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if (!opt_MOB_ACCESS)
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do_mob_land(lp, etus);
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mob_inc_land(lp, etus);
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}
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}
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static void
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do_mob_sect(struct sctstr *sp, int etus)
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/* Increase @sp's mobility for @etus ETUs */
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void
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mob_inc_sect(struct sctstr *sp, int etus)
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{
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int value;
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@ -182,8 +101,9 @@ do_mob_sect(struct sctstr *sp, int etus)
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sp->sct_mobil = value;
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}
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static void
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do_mob_ship(struct shpstr *sp, int etus)
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/* Increase @sp's mobility for @etus ETUs */
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void
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mob_inc_ship(struct shpstr *sp, int etus)
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{
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int value;
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@ -199,8 +119,9 @@ do_mob_ship(struct shpstr *sp, int etus)
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sp->shp_mobil = (signed char)value;
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}
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static void
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do_mob_land(struct lndstr *lp, int etus)
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/* Increase @lp's mobility for @etus ETUs */
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void
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mob_inc_land(struct lndstr *lp, int etus)
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{
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int value;
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@ -230,8 +151,9 @@ do_mob_land(struct lndstr *lp, int etus)
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lp->lnd_mobil = value;
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}
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static void
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do_mob_plane(struct plnstr *pp, int etus)
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/* Increase @pp's mobility for @etus ETUs */
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void
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mob_inc_plane(struct plnstr *pp, int etus)
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{
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int value;
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@ -264,14 +186,14 @@ mob_access_all(void)
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return;
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for (i = 0; (sectp = getsectid(i)); i++)
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do_mob_sect(sectp, game_reset_tick(§p->sct_access));
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mob_inc_sect(sectp, game_reset_tick(§p->sct_access));
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for (i = 0; (sp = getshipp(i)); i++)
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do_mob_ship(sp, game_reset_tick(&sp->shp_access));
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mob_inc_ship(sp, game_reset_tick(&sp->shp_access));
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for (i = 0; (pp = getplanep(i)); i++)
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do_mob_plane(pp, game_reset_tick(&pp->pln_access));
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mob_inc_plane(pp, game_reset_tick(&pp->pln_access));
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for (i = 0; (lp = getlandp(i)); i++)
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do_mob_land(lp, game_reset_tick(&lp->lnd_access));
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mob_inc_land(lp, game_reset_tick(&lp->lnd_access));
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}
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