Пример #1
0
/****************************************************************
...
*****************************************************************/
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);
}
Пример #2
0
/****************************************************************
...
*****************************************************************/
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);
  }

}
Пример #3
0
/**************************************************************************
  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
}