/* * Empire - A multi-player, client/server Internet based war game. * Copyright (C) 1986-2006, 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. * * --- * * sect.c: Sector pre-write and post-read data massage * * Known contributors to this file: * Dave Pare, 1989 * Steve McClure, 1996 */ #include #include "misc.h" #include "player.h" #include "sect.h" #include "xy.h" #include "nat.h" #include "file.h" #include "land.h" #include "nsc.h" #include "plane.h" #include "prototypes.h" #include "optlist.h" static int checksect(struct sctstr *); int sct_postread(int id, void *ptr) { struct sctstr *sp = ptr; checksect(sp); player->owner = (player->god || sp->sct_own == player->cnum); if (opt_MOB_ACCESS) sct_do_upd_mob(sp); return 1; } int sct_prewrite(int id, void *ptr) { struct sctstr *sp = ptr; struct sctstr sect; time(&sp->sct_timestamp); checksect(sp); getsect(sp->sct_x, sp->sct_y, §); return 1; } void item_prewrite(short *item) { i_type i; for (i = I_NONE + 1; i <= I_MAX; ++i) { if (CANT_HAPPEN(item[i] < 0)) item[i] = 0; else if (CANT_HAPPEN(item[i] > ITEM_MAX)) item[i] = ITEM_MAX; } } static int checksect(struct sctstr *sp) { int mil, civs, loyalcivs; item_prewrite(sp->sct_item); /* shouldn't happen, but... */ if (sp->sct_mobil > 127) sp->sct_mobil = 0; mil = sp->sct_item[I_MILIT]; civs = sp->sct_item[I_CIVIL]; if (sp->sct_own == sp->sct_oldown) loyalcivs = civs; else loyalcivs = 0; if (sp->sct_effic < SCT_MINEFF) { if (sp->sct_type == SCT_BSPAN) knockdown(sp, 0); else if (sp->sct_type == SCT_BTOWER) { knockdown(sp, 0); bridgefall(sp, 0); } } if (sp->sct_own != 0 && !civs) { sp->sct_work = 100; sp->sct_oldown = sp->sct_own; } /* If they have a military unit there, they still own it */ if (sp->sct_own && !loyalcivs && !(sp->sct_flags & MOVE_IN_PROGRESS)) { if (!mil && !has_units(sp->sct_x, sp->sct_y, sp->sct_own, 0)) { /* more cruft! */ if (sp->sct_type == SCT_CAPIT || sp->sct_type == SCT_MOUNT) caploss(sp, sp->sct_own, ""); if (sp->sct_oldown == sp->sct_own) { makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y); sp->sct_own = 0; sp->sct_oldown = 0; } else takeover(sp, sp->sct_oldown); sp->sct_mobil = 0; } } if (!opt_DEFENSE_INFRA) sp->sct_defense = sp->sct_effic; return 1; } int issector(s_char *arg) { s_char c; while (0 != (c = *arg++)) if (!isdigit(c) && !isspace(c) && (c != '/')) return 1; return 0; }