/*
* Empire - A multi-player, client/server Internet based war game.
- * Copyright (C) 1986-2007, Dave Pare, Jeff Bailey, Thomas Ruschak,
- * Ken Stevens, Steve McClure
+ * Copyright (C) 1986-2021, Dave Pare, Jeff Bailey, Thomas Ruschak,
+ * Ken Stevens, Steve McClure, Markus Armbruster
*
- * This program is free software; you can redistribute it and/or modify
+ * Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
*
* ---
*
- * bp.c: Functions for build pointer (bp) handling
- *
+ * bp.c: The `build pointer' (bp) map
+ *
* Known contributors to this file:
* Ville Virrankoski, 1996
- * Markus Armbruster, 2007
+ * Markus Armbruster, 2007-2016
+ */
+
+/*
+ * Some commands call update functions to simulate the update.
+ * Naturally, these functions must not change game state then.
+ * Instead, they track values separate data structure, namely the bp
+ * map.
*/
#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_NONE = -1, /* not tracked */
+ BP_MILIT, BP_LCM, BP_HCM,
+ 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 {
- int val[7];
+ short bp_item[BP_MAX + 1];
+ short bp_avail;
+ unsigned char bp_status;
};
-static int bud_key[I_MAX + 2] =
- { 1, 2, 3, 4, 0, 0, 0, 0, 0, 0, 5, 6, 0, 0, 7 };
+/* Map i_type to enum bp_item_idx. */
+static enum bp_item_idx bud_key[I_MAX + 1] = {
+ BP_NONE, BP_MILIT, BP_NONE, BP_NONE,
+ BP_NONE, BP_NONE, BP_NONE, BP_NONE, BP_NONE, BP_NONE,
+ BP_LCM, BP_HCM, BP_NONE, BP_NONE
+};
-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_x + sp->sct_y * WORLD_X];
+ return bp && bp[sp->sct_uid].bp_status == BP_UNUSED;
}
+/* Return true when @bp doesn't track @unit's sector. */
int
-gt_bg_nmbr(struct bp *bp, struct sctstr *sp, i_type comm)
+bp_skip_unit(struct bp *bp, struct empobj *unit)
+{
+ return bp && bp[XYOFFSET(unit->x, unit->y)].bp_status == BP_UNUSED;
+}
+
+/* If @unit belongs to the player, start tracking its sector in @bp. */
+void
+bp_consider_unit(struct bp *bp, struct empobj *unit)
{
- int cm;
+ int id;
- if ((cm = bud_key[comm]) == 0)
- return sp->sct_item[comm];
- return bp_ref(bp, sp)->val[cm - 1];
+ 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 values tracked in @bp for sector @sp to the values in @sp. */
void
-pt_bg_nmbr(struct bp *bp, struct sctstr *sp, i_type comm, int amount)
+bp_set_from_sect(struct bp *bp, struct sctstr *sp)
{
- int cm;
+ i_type i;
+ enum bp_item_idx idx;
- if ((cm = bud_key[comm]) != 0)
- bp_ref(bp, sp)->val[cm - 1] = amount;
+ if (!bp)
+ return;
+ for (i = I_NONE + 1; i <= I_MAX; i++) {
+ idx = bud_key[i];
+ if (idx >= 0)
+ 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;
}
+/*
+ * Copy the values tracked in @bp for sector @sp back to it.
+ * Values must have been set with bp_set_from_sect().
+ */
void
-fill_update_array(struct bp *bp, struct sctstr *sp)
+bp_to_sect(struct bp *bp, struct sctstr *sp)
{
- int k;
- struct bp *p = bp_ref(bp, sp);
i_type i;
+ enum bp_item_idx idx;
+
+ if (CANT_HAPPEN(bp[sp->sct_uid].bp_status != BP_USED))
+ return;
for (i = I_NONE + 1; i <= I_MAX; i++) {
- if ((k = bud_key[i]) != 0)
- p->val[k - 1] = sp->sct_item[i];
+ idx = bud_key[i];
+ if (idx >= 0)
+ sp->sct_item[i] = bp[sp->sct_uid].bp_item[idx];
}
- p->val[bud_key[I_MAX + 1] - 1] = sp->sct_avail;
+ 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 *
-alloc_bp(void)
+bp_alloc(void)
{
- return calloc(WORLD_X * WORLD_Y, 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;
}