Clean up use of current player in march code
authorMarkus Armbruster <armbru@pond.sub.org>
Sat, 29 Jan 2011 09:40:59 +0000 (10:40 +0100)
committerMarkus Armbruster <armbru@pond.sub.org>
Sun, 13 Feb 2011 15:03:34 +0000 (16:03 +0100)
lnd_mar() and lnd_mar_one_sector() take an actor argument.
Nevertheless, they sometimes used player->cnum.  Fortunately, they are
the same: all callers pass current player for actor.  Normalize to
actor for consistency.

src/lib/subs/lndsub.c

index 4164f75f7bc823a13ef2802d556b480faf2a15cc..1845bdeaa2038daf584be1f7ec4ceb329d8d1977 100644 (file)
@@ -502,7 +502,7 @@ lnd_mar(struct emp_qelem *list, double *minmobp, double *maxmobp,
            lnd_stays(actor, "has no mil on it to guide it", llp);
            continue;
        }
-       rel = getrel(getnatp(sect.sct_own), player->cnum);
+       rel = getrel(getnatp(sect.sct_own), actor);
        if (sect.sct_own != land.lnd_own && rel != ALLIED &&
            !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
            sect.sct_own) {
@@ -937,7 +937,7 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
        newx = xnorm(llp->unit.land.lnd_x + dx);
        newy = ynorm(llp->unit.land.lnd_y + dy);
        getsect(newx, newy, &sect);
-       rel = getrel(getnatp(sect.sct_own), player->cnum);
+       rel = getrel(getnatp(sect.sct_own), actor);
        if ((sect.sct_own != actor && rel != ALLIED &&
             !(lchr[(int)llp->unit.land.lnd_type].l_flags & L_SPY) &&
             sect.sct_own) || (sect.sct_type == SCT_WATER ||
@@ -998,7 +998,7 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
        putland(llp->unit.land.lnd_uid, &llp->unit.land);
        putsect(&osect);
        getsect(osect.sct_x, osect.sct_y, &osect);
-       if (osect.sct_own != oldown && oldown == player->cnum) {
+       if (osect.sct_own != oldown && oldown == actor) {
            /* It was your sector, now it's not.  Simple :) */
            mpr(actor, "You no longer own %s\n",
                xyas(osect.sct_x, osect.sct_y, actor));
@@ -1008,12 +1008,12 @@ lnd_mar_one_sector(struct emp_qelem *list, int dir, natid actor,
            if (chance(LND_SPY_DETECT_CHANCE(llp->unit.land.lnd_effic))) {
                if (rel == NEUTRAL || rel == FRIENDLY) {
                    wu(0, sect.sct_own,
-                      "%s unit spotted in %s\n", cname(player->cnum),
+                      "%s unit spotted in %s\n", cname(actor),
                       xyas(sect.sct_x, sect.sct_y, sect.sct_own));
                    setrel(sect.sct_own, llp->unit.land.lnd_own, HOSTILE);
                } else if (rel <= HOSTILE) {
                    wu(0, sect.sct_own,
-                      "%s spy shot in %s\n", cname(player->cnum),
+                      "%s spy shot in %s\n", cname(actor),
                       xyas(sect.sct_x, sect.sct_y, sect.sct_own));
                    mpr(actor, "%s was shot and killed.\n",
                        prland(&llp->unit.land));