empserver/src/lib/common/game.c

190 lines
4.3 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2008, 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.
*
* ---
*
* game.c: Game file access
*
* Known contributors to this file:
* Markus Armbruster, 2007-2008
*/
/*
* On Empire Time:
*
* An Empire turn is terminated by an update. The Empire clock counts
* turns and ETUs, i.e. it ticks etu_per_update times per turn. When
* updates move around in real time (schedule change, downtime, etc.),
* the Empire clock automatically adapts the duration of an ETU
* accordingly.
*/
#include <config.h>
#include <math.h>
#include "file.h"
#include "game.h"
#include "optlist.h"
#include "prototypes.h"
#include "server.h"
/*
* Disable updates
*/
void
game_ctrl_update(int enable)
{
struct gamestr *game = getgamep();
game->game_upd_disable = !enable;
putgame();
}
/*
* Are updates disabled?
*/
int
updates_disabled(void)
{
return getgamep()->game_upd_disable;
}
/*
* Notice that a player broke sanctuary.
* This starts the Empire clock if it hasn't been started yet.
*/
void
game_note_bsanct(void)
{
struct gamestr *game = getgamep();
if (game->game_rt == 0) {
game->game_rt = time(NULL);
putgame();
}
}
/*
* Record an update in the game file, the current time is NOW.
* This starts the Empire clock if it hasn't been started yet.
*/
void
game_record_update(time_t now)
{
struct gamestr *game = getgamep();
game->game_turn++;
game->game_tick = 0;
game->game_rt = now;
putgame();
}
/*
* Return current duration of an ETU in seconds.
* Note: may return HUGE_VAL when the Empire clock is not ticking.
*/
static double
secs_per_etu(struct gamestr *game)
{
double secs;
if (!game->game_rt || !update_time[0])
return HUGE_VAL; /* not started or no update scheduled */
secs = update_time[0] - game->game_rt;
if (secs < 0)
return HUGE_VAL; /* update seems to be late */
return secs / (etu_per_update - game->game_tick);
}
/*
* Update the Empire clock according to the current real time.
* Return the game struct.
*/
struct gamestr *
game_tick_tick(void)
{
struct gamestr *game = getgamep();
double dsecs, s_p_etu;
int detu;
dsecs = time(NULL) - game->game_rt;
if (CANT_HAPPEN(dsecs < 0))
dsecs = 0;
s_p_etu = secs_per_etu(game);
detu = (int)(dsecs / s_p_etu);
if (detu > 0) {
if (CANT_HAPPEN(game->game_tick + detu > etu_per_update))
detu = etu_per_update - game->game_tick;
game->game_tick += detu;
game->game_rt += detu * s_p_etu;
putgame();
}
return game;
}
/*
* Set ETU timestamp *TICK to the current ETU time.
* Return by how many ETUs it was increased.
*/
int
game_tick_to_now(short *tick)
{
return game_step_a_tick(game_tick_tick(), tick);
}
/*
* Set ETU timestamp *TICK to the ETU time recorded in the game struct.
* The Empire clock is not updated.
* Return by how many ETUs it was increased.
*/
int
game_step_a_tick(struct gamestr *game, short *tick)
{
int etu;
etu = game->game_tick - *tick;
if (CANT_HAPPEN(etu < 0))
etu = 0;
*tick = game->game_tick;
return etu;
}
/*
* Reset ETU timestamp *TICK to zero.
* Return how many ETUs it had left until etu_per_update.
*/
int
game_reset_tick(short *tick)
{
int etu;
etu = etu_per_update - *tick;
if (CANT_HAPPEN(etu < 0))
etu = 0;
*tick = 0;
return etu;
}