* out file wasn't read for supposedly not having changed since a last
* read_world() call.
*
- * map_center() is triggered by the first successful read_world() or on turn 1,
- * so the client focuses the map window on the player on client and world start.
+ * map_center() is triggered by either, the first successful read_world() (thus
+ * on client start), or on turn 1 (thus on world start).
*/
static uint8_t read_world();
int new_size = strlen(read_buf);
char * new_inventory = try_malloc(old_size + new_size + 1, f_name);
memcpy(new_inventory, world.player_inventory, old_size);
- sprintf(new_inventory + old_size, "%s", read_buf);
+ int test = sprintf(new_inventory + old_size, "%s", read_buf);
+ exit_trouble(test < 0, f_name, "sprintf()");
free(world.player_inventory);
world.player_inventory = new_inventory;
}
int new_size = strlen(read_buf);
char * new_log = try_malloc(old_size + new_size + 1, f_name);
memcpy(new_log, world.log, old_size);
- sprintf(new_log + old_size, "%s", read_buf);
+ int test = sprintf(new_log + old_size, "%s", read_buf);
+ exit_trouble(test < 0, f_name, "sprintf()");
free(world.log);
world.log = new_log;
}
world.halfdelay = 1; /* Ensures read_world() is only called 10 */
halfdelay(world.halfdelay); /* times a second during user inactivity. */
uint8_t change_in_client = 0;
+ uint16_t last_focused_turn = world.turn;
time_t last_server_answer_time = time(0);
while (1)
{
world.winch = 0;
change_in_client++;
}
- if (read_world() || change_in_client)
+ if (change_in_client || read_world())
{
+ if (world.turn != last_focused_turn && world.focus_each_turn)
+ {
+ last_focused_turn = world.turn;
+ map_center();
+ }
draw_all_wins();
}
change_in_client = 0;