update: Use a scratch sctstr for unit repair simulation

If player->simulation, shiprepair(), planerepair(), landrepair() must
use the bp map, and must not change game state.

Copy the sector to a scratch buffer, update it from the bp map, work
on the sector normally, then write back to the bp map.  This is
simpler and safer.

Since get_materials() loses its connection to the bp map, move its
declaration out of budg.h.

While there, drop an ancient debugging logerror() from landrepair().

Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
This commit is contained in:
Markus Armbruster 2016-06-05 16:03:39 +02:00
parent 66edd2baca
commit 199b1498c8
7 changed files with 56 additions and 52 deletions

View file

@ -132,6 +132,21 @@ bp_set_from_sect(struct bp *bp, struct sctstr *sp)
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.