The update uses mob_sect(), mob_ship(), mob_plane() and mob_land() for two related, but different jobs: to give the previous turn's remaining MOB_ACCESS mobility, and to give this update's new mobility. The two were probably conflated in an attempt to share code, but it actually just complicates things. Collect the MOB_ACCESS code in new function mob_access_all(), and the normal mobility update code in new function mob_inc_all(). Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
277 lines
6 KiB
C
277 lines
6 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
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* Ken Stevens, Steve McClure, Markus Armbruster
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*
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* Empire 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 3 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, see <http://www.gnu.org/licenses/>.
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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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* mobility.c: Add mobility to each of the items which accumulate mobility.
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*
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* Known contributors to this file:
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* Dave Pare, 1986
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* Steve McClure, 1998-1999
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* Markus Armbruster, 2004-2016
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*/
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#include <config.h>
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#include "file.h"
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#include "game.h"
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#include "land.h"
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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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{
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struct sctstr *sectp;
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struct shpstr *sp;
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struct plnstr *pp;
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struct lndstr *lp;
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int i;
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time_t now;
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time(&now);
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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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}
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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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}
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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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}
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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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}
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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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{
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int value;
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if (CANT_HAPPEN(etus < 0))
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etus = 0;
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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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value = sp->sct_mobil + ((float)etus * sect_mob_scale);
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if (value > sect_mob_max)
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value = sect_mob_max;
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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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{
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int value;
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if (CANT_HAPPEN(etus < 0))
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etus = 0;
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if (sp->shp_own == 0)
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return;
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value = sp->shp_mobil + (float)etus * ship_mob_scale;
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if (value > ship_mob_max)
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value = ship_mob_max;
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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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{
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int value;
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if (CANT_HAPPEN(etus < 0))
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etus = 0;
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if (lp->lnd_own == 0)
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return;
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value = lp->lnd_mobil + ((float)etus * land_mob_scale);
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if (value > land_mob_max) {
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if (lp->lnd_harden < land_mob_max && !opt_MOB_ACCESS) {
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/*
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* Automatic fortification on excess mobility.
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* Disabled for MOB_ACCESS, because it leads to
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* excessively deep recursion and thus miserable
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* performance as the number of land units grows.
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*
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* Provide mobility to be used in lnd_fortify()
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* without overflowing lnd_mobil.
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*/
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lp->lnd_mobil = land_mob_max;
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lnd_fortify(lp, value - land_mob_max);
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}
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value = land_mob_max;
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}
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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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{
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int value;
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if (CANT_HAPPEN(etus < 0))
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etus = 0;
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if (pp->pln_own == 0)
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return;
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value = pp->pln_mobil + ((float)etus * plane_mob_scale);
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if (value > plane_mob_max)
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value = plane_mob_max;
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pp->pln_mobil = value;
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}
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/*
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* Credit the turn's remaining MOB_ACCESS mobility.
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* Exactly as if everything was accessed right now.
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*/
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void
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mob_access_all(void)
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{
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struct sctstr *sectp;
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struct shpstr *sp;
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struct plnstr *pp;
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struct lndstr *lp;
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int i;
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if (CANT_HAPPEN(!opt_MOB_ACCESS))
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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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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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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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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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}
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