$player->take_turns(15); $player->sector_change(); $player->detected = 'false'; $player->update(); // We need to release the lock on our old sector release_lock(); // We need a lock on the new sector so that more than one person isn't hitting the same mines acquire_lock($player->sector_id); // delete plotted course $db->query("DELETE FROM player_plotted_course " . "WHERE account_id = {$player->account_id} AND " . "game_id = {$player->game_id}"); // get new sector object $sector = new SMR_SECTOR($player->sector_id, $player->game_id, $player->account_id); // make current sector visible to him $sector->mark_visited(); // send scout msg $sector->entering_sector(); $db->query("SELECT * FROM sector_has_forces, player " . "WHERE sector_has_forces.game_id = player.game_id AND " . "sector_has_forces.owner_id = player.account_id AND " . "sector_has_forces.game_id = {$player->game_id} AND " . "sector_has_forces.sector_id = {$player->sector_id} AND " . "mines > 0 AND " . "owner_id != {$player->account_id} AND " . "(alliance_id != {$player->alliance_id} OR alliance_id = 0)"); while ($db->next_record()) { // we may skip forces if this is a protected gal. if ($sector->is_protected_gal()) { $forces_account = new SMR_ACCOUNT(); $forces_account->get_by_id($db->f("owner_id")); // if one is vet and the other is newbie we skip it if (different_level($rank_id, $forces_account->get_rank(), $account->veteran, $forces_account->veteran)) { continue; } } if ($player->newbie_turns > 0) { $container = array(); $container["url"] = "skeleton.php"; $container["body"] = "current_sector.php";