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

@ -196,7 +196,7 @@ landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
{
struct lchrstr *lp = &lchr[(int)land->lnd_type];
int delta;
struct sctstr *sp;
struct sctstr *sp, scratch_sect;
int build;
int avail;
int mult;
@ -211,14 +211,17 @@ landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
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)
@ -228,7 +231,7 @@ landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
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;
@ -236,13 +239,9 @@ landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
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;