/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2009, Dave Pare, Jeff Bailey, Thomas Ruschak, * Ken Stevens, Steve McClure * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * --- * * See files README, COPYING and CREDITS in the root of the source * tree for related information and legal notices. It is expected * that future projects/authors will amend these files as needed. * * --- * * mobility.c: Add mobility to each of the items which accumulate mobility. * * Known contributors to this file: * Dave Pare, 1986 * Steve McClure, 1998-1999 * Markus Armbruster, 2004-2008 */ #include #include "game.h" #include "land.h" #include "plane.h" #include "server.h" #include "ship.h" #include "update.h" static int do_upd_checking; static void do_mob_land(struct lndstr *, int); static void do_mob_plane(struct plnstr *, int); static void do_mob_sect(struct sctstr *sp, int etus); static void do_mob_ship(struct shpstr *, int); void sct_do_upd_mob(struct sctstr *sp) { int etus; if (do_upd_checking || update_running) return; if (sp->sct_own == 0) return; if (sp->sct_type == SCT_SANCT) return; etus = game_tick_to_now(&sp->sct_access); if (etus == 0) return; do_upd_checking = 1; /* avoid recursion */ do_mob_sect(sp, etus); do_upd_checking = 0; } void shp_do_upd_mob(struct shpstr *sp) { int etus; if (do_upd_checking || update_running) return; if (sp->shp_own == 0) return; etus = game_tick_to_now(&sp->shp_access); if (etus == 0) return; do_upd_checking = 1; /* avoid recursion */ do_mob_ship(sp, etus); do_upd_checking = 0; } void lnd_do_upd_mob(struct lndstr *lp) { int etus; if (do_upd_checking || update_running) return; if (lp->lnd_own == 0) return; etus = game_tick_to_now(&lp->lnd_access); if (etus == 0) return; do_upd_checking = 1; /* avoid recursion */ do_mob_land(lp, etus); do_upd_checking = 0; } void pln_do_upd_mob(struct plnstr *pp) { int etus; if (do_upd_checking || update_running) return; if (pp->pln_own == 0) return; etus = game_tick_to_now(&pp->pln_access); if (etus == 0) return; do_upd_checking = 1; /* avoid recursion */ do_mob_plane(pp, etus); do_upd_checking = 0; } void mob_sect(void) { struct sctstr *sp; int n, etus; time_t now; time(&now); for (n = 0; NULL != (sp = getsectid(n)); n++) { sp->sct_timestamp = now; if (opt_MOB_ACCESS) etus = game_reset_tick(&sp->sct_access); else etus = etu_per_update; do_mob_sect(sp, etus); } } static void do_mob_sect(struct sctstr *sp, int etus) { int value; if (CANT_HAPPEN(etus < 0)) etus = 0; if (sp->sct_own == 0) return; if (sp->sct_type == SCT_SANCT) return; value = sp->sct_mobil + ((float)etus * sect_mob_scale); if (value > sect_mob_max) value = sect_mob_max; sp->sct_mobil = value; } void mob_ship(void) { struct shpstr *sp; int n, etus; time_t now; time(&now); for (n = 0; NULL != (sp = getshipp(n)); n++) { sp->shp_timestamp = now; if (opt_MOB_ACCESS) etus = game_reset_tick(&sp->shp_access); else etus = etu_per_update; do_mob_ship(sp, etus); } } static void do_mob_ship(struct shpstr *sp, int etus) { int value; if (CANT_HAPPEN(etus < 0)) etus = 0; if (sp->shp_own == 0) return; value = sp->shp_mobil + (float)etus * ship_mob_scale; if (value > ship_mob_max) value = ship_mob_max; sp->shp_mobil = (signed char)value; } void mob_land(void) { struct lndstr *lp; int n, etus; time_t now; time(&now); for (n = 0; NULL != (lp = getlandp(n)); n++) { lp->lnd_timestamp = now; if (opt_MOB_ACCESS) etus = game_reset_tick(&lp->lnd_access); else etus = etu_per_update; do_mob_land(lp, etus); } } static void do_mob_land(struct lndstr *lp, int etus) { int value; if (CANT_HAPPEN(etus < 0)) etus = 0; if (lp->lnd_own == 0) return; value = lp->lnd_mobil + ((float)etus * land_mob_scale); if (value > land_mob_max) { if (lp->lnd_harden < land_mob_max && !opt_MOB_ACCESS) { /* * Automatic fortification on excess mobility. * Disabled for MOB_ACCESS, because it leads to * excessively deep recursion and thus miserable * performance as the number of land units grows. * * Provide mobility to be used in lnd_fortify() * without overflowing lnd_mobil. */ lp->lnd_mobil = land_mob_max; lnd_fortify(lp, value - land_mob_max); } value = land_mob_max; } lp->lnd_mobil = value; } void mob_plane(void) { struct plnstr *pp; int n, etus; time_t now; time(&now); for (n = 0; NULL != (pp = getplanep(n)); n++) { pp->pln_timestamp = now; if (opt_MOB_ACCESS) etus = game_reset_tick(&pp->pln_access); else etus = etu_per_update; do_mob_plane(pp, etus); } } static void do_mob_plane(struct plnstr *pp, int etus) { int value; if (CANT_HAPPEN(etus < 0)) etus = 0; if (pp->pln_own == 0) return; value = pp->pln_mobil + ((float)etus * plane_mob_scale); if (value > plane_mob_max) value = plane_mob_max; pp->pln_mobil = value; }