/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2015, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
*
* Known contributors to this file:
* Ville Virrankoski, 1996
- * Markus Armbruster, 2007
+ * Markus Armbruster, 2007-2016
*/
/*
#include <config.h>
-#include "budg.h"
+#include <stdlib.h>
+#include "empobj.h"
+#include "optlist.h"
+#include "player.h"
+#include "prototypes.h"
#include "update.h"
+#include "xy.h"
/* Item types we want to track. */
enum bp_item_idx {
BP_MAX = BP_HCM
};
+enum bp_status {
+ BP_UNUSED, /* not tracked, values are invalid */
+ BP_WANTED, /* tracked, values are still invalid */
+ BP_USED /* tracked, values are valid */
+};
+
/*
* Stuff to track for a sector.
* A bp map is an array of these.
struct bp {
short bp_item[BP_MAX + 1];
short bp_avail;
+ unsigned char bp_status;
};
/* Map i_type to enum bp_item_idx. */
BP_LCM, BP_HCM, BP_NONE, BP_NONE
};
-/* Return pointer to the element of BP belonging to SP. */
-static struct bp *
-bp_ref(struct bp *bp, struct sctstr *sp)
+/* Return true when @bp doesn't track @sp. */
+int
+bp_skip_sect(struct bp *bp, struct sctstr *sp)
{
- return &bp[sp->sct_uid];
+ return bp && bp[sp->sct_uid].bp_status == BP_UNUSED;
}
-/*
- * Return the item value tracked in @bp for sector @sp's item @comm.
- * @comm must be a tracked item type.
- */
+/* Return true when @bp doesn't track @unit's sector. */
int
-bp_get_item(struct bp *bp, struct sctstr *sp, i_type comm)
+bp_skip_unit(struct bp *bp, struct empobj *unit)
{
- enum bp_item_idx idx = bud_key[comm];
-
- if (CANT_HAPPEN(idx < 0))
- return sp->sct_item[comm];
- return bp_ref(bp, sp)->bp_item[idx];
+ return bp && bp[XYOFFSET(unit->x, unit->y)].bp_status == BP_UNUSED;
}
-/*
- * Set item value tracked in @bp for sector @sp's item @comm to @amount.
- */
+/* If @unit belongs to the player, start tracking its sector in @bp. */
void
-bp_put_item(struct bp *bp, struct sctstr *sp, i_type comm, int amount)
+bp_consider_unit(struct bp *bp, struct empobj *unit)
{
- enum bp_item_idx idx = bud_key[comm];
+ int id;
- if (idx >= 0)
- bp_ref(bp, sp)->bp_item[idx] = amount;
+ if (!bp || unit->own != player->cnum)
+ return;
+ id = XYOFFSET(unit->x, unit->y);
+ if (bp[id].bp_status == BP_UNUSED)
+ bp[id].bp_status = BP_WANTED;
}
-/* Set the item values tracked in @bp for sector @sp from @vec. */
+/* Set the values tracked in @bp for sector @sp to the values in @sp. */
void
-bp_put_items(struct bp *bp, struct sctstr *sp, short *vec)
+bp_set_from_sect(struct bp *bp, struct sctstr *sp)
{
- enum bp_item_idx idx;
- struct bp *p = bp_ref(bp, sp);
i_type i;
+ enum bp_item_idx idx;
+ if (!bp)
+ return;
for (i = I_NONE + 1; i <= I_MAX; i++) {
idx = bud_key[i];
if (idx >= 0)
- p->bp_item[idx] = vec[i];
+ bp[sp->sct_uid].bp_item[idx] = sp->sct_item[i];
}
+ bp[sp->sct_uid].bp_avail = sp->sct_avail;
+ bp[sp->sct_uid].bp_status = BP_USED;
}
-/* Return avail tracked in @bp for sector @sp. */
-int
-bp_get_avail(struct bp *bp, struct sctstr *sp)
-{
- return bp_ref(bp, sp)->bp_avail;
-}
-
-/* Set avail tracked in @bp for sector @sp to @amount. */
+/*
+ * Copy the values tracked in @bp for sector @sp back to it.
+ * Values must have been set with bp_set_from_sect().
+ */
void
-bp_put_avail(struct bp *bp, struct sctstr *sp, int amount)
+bp_to_sect(struct bp *bp, struct sctstr *sp)
{
- bp_ref(bp, sp)->bp_avail = amount;
-}
+ i_type i;
+ enum bp_item_idx idx;
-/* Set the values tracked in @bp for sector @sp to the values in @sp. */
-void
-bp_set_from_sect(struct bp *bp, struct sctstr *sp)
-{
- bp_put_items(bp, sp, sp->sct_item);
- bp_put_avail(bp, sp, sp->sct_avail);
+ if (CANT_HAPPEN(bp[sp->sct_uid].bp_status != BP_USED))
+ return;
+
+ for (i = I_NONE + 1; i <= I_MAX; i++) {
+ idx = bud_key[i];
+ if (idx >= 0)
+ sp->sct_item[i] = bp[sp->sct_uid].bp_item[idx];
+ }
+ sp->sct_avail = bp[sp->sct_uid].bp_avail;
}
/*
* Return a new bp map.
* Caller should pass it to free() when done with it.
+ * The map initially tracks the sectors belonging to the player.
*/
struct bp *
bp_alloc(void)
{
- return calloc(WORLD_SZ(), sizeof(struct bp));
+ int n = WORLD_SZ();
+ struct bp *bp = malloc(n * sizeof(*bp));
+ int i;
+
+ for (i = 0; i < n; i++)
+ bp[i].bp_status = getsectid(i)->sct_own == player->cnum
+ ? BP_WANTED : BP_UNUSED;
+
+ return bp;
}