/**************************************************************** ... *****************************************************************/ void refresh_unit_city_dialogs(struct unit *punit) { struct city *pcity_sup, *pcity_pre; struct city_dialog *pdialog; pcity_sup=city_list_find_id(&game.player_ptr->cities, punit->homecity); pcity_pre=game_find_city_by_coor(punit->x, punit->y); if(pcity_sup && (pdialog=get_city_dialog(pcity_sup))) city_dialog_update_supported_units(pdialog, punit->id); if(pcity_pre && (pdialog=get_city_dialog(pcity_pre))) city_dialog_update_present_units(pdialog, punit->id); }
/**************************************************************** ... *****************************************************************/ void refresh_city_dialog(struct city *pcity) { struct city_dialog *pdialog; if((pdialog=get_city_dialog(pcity))) { city_dialog_update_improvement_list(pdialog); city_dialog_update_title(pdialog); city_dialog_update_supported_units(pdialog, 0); city_dialog_update_present_units(pdialog, 0); city_dialog_update_citizens(pdialog); city_dialog_update_map(pdialog); city_dialog_update_production(pdialog); city_dialog_update_output(pdialog); city_dialog_update_building(pdialog); city_dialog_update_storage(pdialog); city_dialog_update_polution(pdialog); } }
/************************************************************************** Update city dialogs when the given unit's status changes. This typically means updating both the unit's home city (if any) and the city in which it is present (if any). **************************************************************************/ void refresh_unit_city_dialogs(struct unit *punit) { freelog(LOG_VERBOSE, "Port Me %s [@%s:%d]", __func__, __FILE__, __LINE__); #if 0 /* Demo code */ struct city *pcity_sup, *pcity_pre; struct city_dialog *pdialog; pcity_sup = game_find_city_by_number(punit->homecity); pcity_pre = tile_city(punit->tile); if (pcity_sup && (pdialog = get_city_dialog(pcity_sup))) { city_dialog_update_supported_units(pdialog); } if (pcity_pre && (pdialog = get_city_dialog(pcity_pre))) { city_dialog_update_present_units(pdialog); } #endif }