update.h is a more logical home for update_running than server.h. Move the definition and the assignments along, from server/update.c to lib/update/main.c. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
131 lines
3.2 KiB
C
131 lines
3.2 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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* 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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* Markus Armbruster, 2004-2016
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*/
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#include <config.h>
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#include <ctype.h>
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#include "file.h"
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#include "game.h"
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#include "lost.h"
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#include "misc.h"
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#include "nsc.h"
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#include "optlist.h"
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#include "player.h"
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#include "prototypes.h"
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#include "sect.h"
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#include "update.h"
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#include "xy.h"
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void
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sct_postread(int id, void *ptr)
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{
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struct sctstr *sp = ptr;
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player->owner = (player->god || sp->sct_own == player->cnum);
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if (opt_MOB_ACCESS && sp->sct_own && sp->sct_type != SCT_SANCT
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&& !update_running)
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mob_inc_sect(sp, game_tick_to_now(&sp->sct_access));
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}
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void
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sct_prewrite(int id, void *old, void *new)
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{
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struct sctstr *oldsp = old;
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struct sctstr *sp = new;
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coord x, y;
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int mil, civs;
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natid own, prev_own;
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sctoff2xy(&x, &y, sp->sct_uid);
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if (CANT_HAPPEN(sp->sct_x != x || sp->sct_y != y)) {
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sp->sct_x = x;
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sp->sct_y = y;
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}
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bridge_damaged(sp);
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item_prewrite(sp->sct_item);
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mil = sp->sct_item[I_MILIT];
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civs = sp->sct_item[I_CIVIL];
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own = sp->sct_own;
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prev_own = oldsp->sct_own;
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if (!civs) {
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sp->sct_work = 100;
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sp->sct_loyal = 0;
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sp->sct_oldown = own;
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}
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/*
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* Without civilians, military and land units, revert to deity.
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* Note: would_abandon() must match this condition.
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*/
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if (own && !civs && !mil && !has_units(sp->sct_x, sp->sct_y, own)
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&& !(sp->sct_flags & MOVE_IN_PROGRESS)) {
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own = sp->sct_own = 0;
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sp->sct_oldown = 0;
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sp->sct_mobil = 0;
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if (sp->sct_type == SCT_CAPIT || sp->sct_type == SCT_MOUNT)
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caploss(sp, prev_own, "");
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}
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if (prev_own != own)
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lost_and_found(EF_SECTOR, prev_own, own, 0, sp->sct_x, sp->sct_y);
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}
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void
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item_prewrite(short *item)
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{
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i_type i;
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for (i = I_NONE + 1; i <= I_MAX; ++i) {
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if (CANT_HAPPEN(item[i] < 0))
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item[i] = 0;
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else if (CANT_HAPPEN(item[i] > ITEM_MAX))
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item[i] = ITEM_MAX;
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}
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}
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int
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issector(char *arg)
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{
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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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