empserver/src/lib/update/main.c
Markus Armbruster 8b16c31223 Change nation status from bits to a simple enum:
(nat_status, STAT_UNUSED, STAT_VIS, STAT_ACTIVE): New.
(STAT_NEW, STAT_SANCT, STAT_GOD): Change into nat_status members.
(STAT_INUSE, STAT_NORM): Remove.
(natstr): Use new nat_status for nat_stat.
    New value       Old value
    STAT_UNUSED     0
    STAT_NEW        STAT_INUSE | STAT_NEW
    STAT_VIS        STAT_INUSE
    STAT_SANCT      STAT_INUSE | STAT_SANCT
    STAT_ACTIVE     STAT_INUSE | STAT_NORM
    STAT_GOD        STAT_INUSE | STAT_NORM | STAT_GOD
Users changed.
2006-01-04 22:49:42 +00:00

244 lines
6.3 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2005, 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 the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
* related information and legal notices. It is expected that any future
* projects/authors will amend these files as needed.
*
* ---
*
* main.c: World update main function
*
* Known contributors to this file:
* Dave Pare, 1994
* Steve McClure, 1996
* Doug Hay, 1998
*/
#include <config.h>
#include "misc.h"
#include "nat.h"
#include "file.h"
#include "sect.h"
#include "player.h"
#include "empthread.h"
#include "budg.h"
#include "player.h"
#include "update.h"
#include "common.h"
#include "optlist.h"
#include "server.h"
#include <stdlib.h>
#if !defined(_WIN32)
#include <sys/time.h>
#endif
long money[MAXNOC];
long pops[MAXNOC];
long sea_money[MAXNOC];
long lnd_money[MAXNOC];
long air_money[MAXNOC];
long tpops[MAXNOC];
int update_pending = 0;
static void do_prod(int, int, int, int *, long int (*)[2], int *, int *,
int *, int *, int *, int *);
/*ARGSUSED*/
void
update_main(void *unused)
{
int etu = etu_per_update;
int n;
int x;
int *bp;
int cn, cn2, rel;
struct natstr *cnp;
struct natstr *np;
if (CANT_HAPPEN(!update_pending))
update_pending = 1;
/* First, make sure all mobility is updated correctly. */
if (opt_MOB_ACCESS) {
mob_ship(etu);
mob_sect(etu);
mob_plane(etu);
mob_land(etu);
}
player->proc = empth_self();
player->cnum = 0;
player->god = 1;
/*
* set up all the variables which get used in the
* sector production routine (for producing education,
* happiness, and printing out the state of the nation)
*/
logerror("production update (%d etus)", etu);
memset(pops, 0, sizeof(pops));
memset(air_money, 0, sizeof(air_money));
memset(sea_money, 0, sizeof(sea_money));
memset(lnd_money, 0, sizeof(lnd_money));
bp = calloc(WORLD_X * WORLD_Y * 7, sizeof(int));
for (n = 0; n < MAXNOC; n++) {
money[n] = 0;
if ((np = getnatp(n)) == (struct natstr *)0)
continue;
money[n] = np->nat_money;
tpops[n] = count_pop(n);
}
logerror("preparing sectors...");
prepare_sects(etu, bp);
logerror("done preparing sectors.");
logerror("producing for countries...");
for (x = 0; x < MAXNOC; x++) {
int y, z, sb = 0, sm = 0, pb = 0, pm = 0, lm = 0, lb = 0;
long p_sect[SCT_MAXDEF+1][2];
memset(p_sect, 0, sizeof(p_sect));
mil_dbl_pay = 0;
if ((np = getnatp(x)) == (struct natstr *)0)
continue;
if (np->nat_stat == STAT_SANCT) {
#ifdef DEBUG
logerror("Country %i is in sanctuary and did not update", x);
#endif
continue;
}
np->nat_money += (int)(np->nat_reserve * money_res * etu);
for (y = 1; y <= PRI_MAX; y++) {
for (z = 0; z <= PRI_MAX; z++) {
if (np->nat_priorities[z] == y) {
do_prod(z, etu, x, bp, p_sect,
&sb, &sm, &pb, &pm, &lb, &lm);
}
}
}
/* 0 is maintain, 1 is build */
if (!sm)
prod_ship(etu, x, bp, 0);
if (!sb)
prod_ship(etu, x, bp, 1);
if (!pm)
prod_plane(etu, x, bp, 0);
if (!pb)
prod_plane(etu, x, bp, 1);
if (!lm)
prod_land(etu, x, bp, 0);
if (!lb)
prod_land(etu, x, bp, 1);
/* produce all sects that haven't produced yet */
produce_sect(x, etu, bp, p_sect, -1);
np->nat_money -= p_sect[SCT_CAPIT][1];
}
logerror("done producing for countries.");
finish_sects(etu);
prod_nat(etu);
age_levels(etu);
free(bp);
/*flushwu(); */
if (opt_SLOW_WAR) {
/* Update war declarations */
/* MOBILIZATION->SITZKRIEG->AT_WAR */
for (cn = 1; cn < MAXNOC; cn++) {
if ((cnp = getnatp(cn)) == 0)
break;
for (cn2 = 1; cn2 < MAXNOC; cn2++) {
if (cn2 == cn)
continue;
rel = getrel(cnp, cn2);
if (rel == MOBILIZATION) {
rel = SITZKRIEG;
setrel(cn, cn2, rel);
} else if (rel == SITZKRIEG) {
rel = AT_WAR;
setrel(cn, cn2, rel);
}
}
}
}
/* Only update mobility for non-MOB_ACCESS here, since it doesn't
get done for MOB_ACCESS anyway during the update */
if (!opt_MOB_ACCESS) {
mob_ship(etu);
mob_sect(etu);
mob_plane(etu);
mob_land(etu);
}
if (opt_DEMANDUPDATE)
update_removewants();
/* flush all mem file objects to disk */
ef_flush(EF_NATION);
ef_flush(EF_SECTOR);
ef_flush(EF_SHIP);
ef_flush(EF_PLANE);
ef_flush(EF_LAND);
delete_old_announcements();
delete_old_news();
/* Clear all the telegram flags */
for (cn = 0; cn < MAXNOC; cn++)
clear_telegram_is_new(cn);
update_pending = 0;
logerror("End update");
player_delete(player);
empth_exit();
/*NOTREACHED*/
}
static void
do_prod(int sector_type, int etu, int n, int *bp, long int (*p_sect)[2],
int *ship_build, int *ship_maint, int *plane_build,
int *plane_maint, int *land_build, int *land_maint)
{
struct natstr *np;
np = getnatp(n);
if (sector_type == PRI_SMAINT) {
prod_ship(etu, n, bp, 0);
*ship_maint = 1;
} else if (sector_type == PRI_SBUILD) {
prod_ship(etu, n, bp, 1);
*ship_build = 1;
} else if (sector_type == PRI_PMAINT) {
prod_plane(etu, n, bp, 0);
*plane_maint = 1;
} else if (sector_type == PRI_PBUILD) {
prod_plane(etu, n, bp, 1);
*plane_build = 1;
} else if (sector_type == PRI_LMAINT) {
if (*land_build)
np->nat_money -= (int)(money_mil * etu * mil_dbl_pay);
prod_land(etu, n, bp, 0);
*land_maint = 1;
} else if (sector_type == PRI_LBUILD) {
prod_land(etu, n, bp, 1);
*land_build = 1;
} else {
produce_sect(n, etu, bp, p_sect, sector_type);
}
}