void bp_put_items(struct bp *, struct sctstr *);
int bp_get_avail(struct bp *, struct sctstr *);
void bp_put_avail(struct bp *, struct sctstr *, int);
-
-int get_materials(struct sctstr *, struct bp *, short[], int);
+void bp_to_sect(struct bp *, struct sctstr *);
extern int money[MAXNOC];
extern int pops[MAXNOC];
/* main.c */
/* in server.h */
/* material.c */
-/* in budg.h */
+extern int get_materials(struct sctstr *, short[], int);
/* mobility.c */
extern void mob_sect(void);
extern void mob_ship(void);
bp_put_avail(bp, sp, sp->sct_avail);
}
+/* Copy the values tracked in @bp for sector @sp back to @sp. */
+void
+bp_to_sect(struct bp *bp, struct sctstr *sp)
+{
+ i_type i;
+ enum bp_item_idx idx;
+
+ 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.
{
struct lchrstr *lp = &lchr[(int)land->lnd_type];
int delta;
- struct sctstr *sp;
+ struct sctstr *sp, scratch_sect;
int build;
int avail;
int mult;
if (relations_with(sp->sct_own, land->lnd_own) != ALLIED)
return;
+ if (player->simulation) {
+ scratch_sect = *sp;
+ bp_to_sect(bp, &scratch_sect);
+ sp = &scratch_sect;
+ }
+
mult = 1;
if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
mult = 2;
- if (!player->simulation)
- avail = sp->sct_avail * 100;
- else
- avail = bp_get_avail(bp, sp) * 100;
+ avail = sp->sct_avail * 100;
delta = roundavg((double)avail / lp->l_bwork);
if (delta <= 0)
if (delta > 100 - land->lnd_effic)
delta = 100 - land->lnd_effic;
- build = get_materials(sp, bp, lp->l_mat, delta);
+ build = get_materials(sp, lp->l_mat, delta);
if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
build /= 3;
avail -= build * lp->l_bwork;
if (avail < 0)
avail = 0;
- if (!player->simulation)
- sp->sct_avail = avail / 100;
- else
- bp_put_avail(bp, sp, avail / 100);
+ sp->sct_avail = avail / 100;
- if (build < 0)
- logerror("land unit %d building %d ! \n", land->lnd_uid, build);
+ bp_set_from_sect(bp, sp);
np->nat_money -= mult * lp->l_cost * build / 100.0;
if (!player->simulation) {
land->lnd_effic += (signed char)build;
#include <config.h>
-#include "budg.h"
#include "chance.h"
-#include "player.h"
#include "update.h"
/*
* Get build materials from sector @sp.
- * @bp is the sector's build pointer.
* Array @mvec[ITEM_MAX+1] defines the materials needed to build 100%.
* @pct is the percentage to build.
* Adjust build percentage downwards so that available materials
* Return adjusted build percentage.
*/
int
-get_materials(struct sctstr *sp, struct bp *bp, short mvec[], int pct)
+get_materials(struct sctstr *sp, short mvec[], int pct)
{
int i, amt;
for (i = I_NONE + 1; i <= I_MAX; i++) {
if (mvec[i] == 0)
continue;
- amt = bp_get_item(bp, sp, i);
+ amt = sp->sct_item[i];
if (amt * 100 < mvec[i] * pct)
pct = amt * 100 / mvec[i];
}
for (i = I_NONE + 1; i <= I_MAX; i++) {
if (mvec[i] == 0)
continue;
- amt = bp_get_item(bp, sp, i);
+ amt = sp->sct_item[i];
amt -= roundavg(mvec[i] * pct / 100.0);
if (CANT_HAPPEN(amt < 0))
amt = 0;
- bp_put_item(bp, sp, i, amt);
- if (!player->simulation)
- sp->sct_item[i] = amt;
+ sp->sct_item[i] = amt;
}
return pct;
struct plchrstr *pcp = &plchr[(int)pp->pln_type];
int build;
struct shpstr *carrier;
- struct sctstr *sp;
+ struct sctstr *sp, scratch_sect;
int delta;
int mult;
int avail;
return;
}
+ if (player->simulation) {
+ scratch_sect = *sp;
+ bp_to_sect(bp, &scratch_sect);
+ sp = &scratch_sect;
+ }
+
mult = 1;
if (np->nat_level[NAT_TLEV] < pp->pln_tech * 0.85)
mult = 2;
- if (!player->simulation)
- avail = sp->sct_avail * 100;
- else
- avail = bp_get_avail(bp, sp) * 100;
+ avail = sp->sct_avail * 100;
if (carrier)
avail += etus * carrier->shp_item[I_MILIT] / 2;
if (delta > 100 - pp->pln_effic)
delta = 100 - pp->pln_effic;
- build = get_materials(sp, bp, pcp->pl_mat, delta);
+ build = get_materials(sp, pcp->pl_mat, delta);
if (carrier)
build = delta;
* I didn't use roundavg here, because I want to
* penalize the player with a large number of planes.
*/
- if (!player->simulation)
- avail = (sp->sct_avail * 100 - used) / 100;
- else
- avail = (bp_get_avail(bp, sp) * 100 - used) / 100;
-
+ avail = (sp->sct_avail * 100 - used) / 100;
if (avail < 0)
avail = 0;
- if (!player->simulation)
- sp->sct_avail = avail;
- else
- bp_put_avail(bp, sp, avail);
+ sp->sct_avail = avail;
if (sp->sct_type != SCT_AIRPT)
build /= 3;
build = 80 - pp->pln_effic;
}
+ bp_set_from_sect(bp, sp);
np->nat_money -= mult * build * pcp->pl_cost / 100.0;
if (!player->simulation)
{
struct mchrstr *mp = &mchr[(int)ship->shp_type];
int delta;
- struct sctstr *sp;
+ struct sctstr *sp, scratch_sect;
int build;
int wf;
int avail;
&& relations_with(sp->sct_own, ship->shp_own) < FRIENDLY)
return;
+ if (player->simulation) {
+ scratch_sect = *sp;
+ bp_to_sect(bp, &scratch_sect);
+ sp = &scratch_sect;
+ }
+
mult = 1;
if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
mult = 2;
if (sp->sct_type != SCT_HARBR) {
wf /= 3;
avail = wf;
- } else if (!player->simulation)
+ } else
avail = wf + sp->sct_avail * 100;
- else
- avail = wf + bp_get_avail(bp, sp) * 100;
delta = roundavg((double)avail / mp->m_bwork);
if (delta <= 0)
if (delta > 100 - ship->shp_effic)
delta = 100 - ship->shp_effic;
- build = get_materials(sp, bp, mp->m_mat, delta);
+ build = get_materials(sp, mp->m_mat, delta);
if (sp->sct_type != SCT_HARBR)
build = delta;
* I didn't use roundavg here, because I want to penalize
* the player with a large number of ships.
*/
- if (!player->simulation)
- avail = (sp->sct_avail * 100 + wf) / 100;
- else
- avail = (bp_get_avail(bp, sp) * 100 + wf) / 100;
+ avail = (sp->sct_avail * 100 + wf) / 100;
if (avail < 0)
avail = 0;
- if (!player->simulation)
- sp->sct_avail = avail;
- else
- bp_put_avail(bp, sp, avail);
+ sp->sct_avail = avail;
}
if (sp->sct_type != SCT_HARBR)
if ((build + ship->shp_effic) > 80) {
build = 0;
}
+ bp_set_from_sect(bp, sp);
np->nat_money -= mult * mp->m_cost * build / 100.0;
if (!player->simulation)
ship->shp_effic += (signed char)build;