209 lines
4.5 KiB
C
209 lines
4.5 KiB
C
/*
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* Empire - A multi-player, client/server Internet based war game.
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* Copyright (C) 1986-2011, 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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* game.c: Game file access
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*
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* Known contributors to this file:
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* Markus Armbruster, 2007-2009
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*/
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/*
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* On Empire Time:
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*
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* An Empire turn is terminated by an update. The Empire clock counts
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* turns and ETUs, i.e. it ticks etu_per_update times per turn. When
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* updates move around in real time (schedule change, downtime, etc.),
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* the Empire clock automatically adapts the duration of an ETU
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* accordingly.
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*/
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#include <config.h>
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#include <math.h>
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#include "file.h"
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#include "game.h"
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#include "optlist.h"
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#include "server.h"
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/*
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* Enable / disable updates
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*/
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void
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game_ctrl_update(int enable)
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{
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struct gamestr *game = getgamep();
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game->game_upd_disable = !enable;
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putgame();
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}
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/*
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* Are updates disabled?
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*/
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int
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updates_disabled(void)
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{
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return getgamep()->game_upd_disable;
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}
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/*
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* Enable / disable play
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*/
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void
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game_ctrl_play(int enable)
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{
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struct gamestr *game = getgamep();
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game->game_down = !enable;
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putgame();
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}
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/*
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* Is playing enabled?
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*/
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int
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game_play_disabled(void)
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{
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return getgamep()->game_down;
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}
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/*
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* Notice that a player broke sanctuary.
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* This starts the Empire clock if it hasn't been started yet.
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*/
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void
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game_note_bsanct(void)
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{
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struct gamestr *game = getgamep();
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if (game->game_rt == 0) {
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game->game_rt = time(NULL);
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putgame();
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}
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}
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/*
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* Record an update in the game file, the current time is NOW.
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* This starts the Empire clock if it hasn't been started yet.
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*/
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void
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game_record_update(time_t now)
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{
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struct gamestr *game = getgamep();
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game->game_turn++;
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game->game_tick = 0;
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game->game_rt = now;
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putgame();
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}
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/*
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* Return current duration of an ETU in seconds.
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* Note: may return HUGE_VAL when the Empire clock is not ticking.
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*/
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static double
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secs_per_etu(struct gamestr *game)
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{
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double secs;
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if (!game->game_rt || !update_time[0])
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return HUGE_VAL; /* not started or no update scheduled */
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secs = update_time[0] - game->game_rt;
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if (secs < 0)
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return HUGE_VAL; /* update seems to be late */
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return secs / (etu_per_update - game->game_tick);
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}
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/*
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* Update the Empire clock according to the current real time.
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* Return the game struct.
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*/
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struct gamestr *
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game_tick_tick(void)
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{
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struct gamestr *game = getgamep();
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double dsecs, s_p_etu;
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int detu;
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dsecs = time(NULL) - game->game_rt;
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if (CANT_HAPPEN(dsecs < 0))
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dsecs = 0;
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s_p_etu = secs_per_etu(game);
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detu = (int)(dsecs / s_p_etu);
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if (detu > 0) {
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if (CANT_HAPPEN(game->game_tick + detu > etu_per_update))
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detu = etu_per_update - game->game_tick;
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game->game_tick += detu;
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game->game_rt += detu * s_p_etu;
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putgame();
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}
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return game;
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}
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/*
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* Set ETU timestamp *TICK to the current ETU time.
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* Return by how many ETUs it was increased.
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*/
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int
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game_tick_to_now(short *tick)
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{
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return game_step_a_tick(game_tick_tick(), tick);
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}
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/*
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* Set ETU timestamp *TICK to the ETU time recorded in the game struct.
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* The Empire clock is not updated.
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* Return by how many ETUs it was increased.
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*/
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int
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game_step_a_tick(struct gamestr *game, short *tick)
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{
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int etu;
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etu = game->game_tick - *tick;
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if (CANT_HAPPEN(etu < 0))
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etu = 0;
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*tick = game->game_tick;
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return etu;
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}
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/*
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* Reset ETU timestamp *TICK to zero.
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* Return how many ETUs it had left until etu_per_update.
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*/
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int
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game_reset_tick(short *tick)
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{
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int etu;
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etu = etu_per_update - *tick;
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if (CANT_HAPPEN(etu < 0))
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etu = 0;
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*tick = 0;
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return etu;
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}
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