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>
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7 changed files with 56 additions and 52 deletions
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@ -196,7 +196,7 @@ landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
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{
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struct lchrstr *lp = &lchr[(int)land->lnd_type];
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int delta;
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struct sctstr *sp;
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struct sctstr *sp, scratch_sect;
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int build;
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int avail;
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int mult;
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@ -211,14 +211,17 @@ landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
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if (relations_with(sp->sct_own, land->lnd_own) != ALLIED)
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return;
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if (player->simulation) {
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scratch_sect = *sp;
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bp_to_sect(bp, &scratch_sect);
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sp = &scratch_sect;
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}
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mult = 1;
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if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
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mult = 2;
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if (!player->simulation)
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avail = sp->sct_avail * 100;
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else
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avail = bp_get_avail(bp, sp) * 100;
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avail = sp->sct_avail * 100;
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delta = roundavg((double)avail / lp->l_bwork);
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if (delta <= 0)
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@ -228,7 +231,7 @@ landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
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if (delta > 100 - land->lnd_effic)
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delta = 100 - land->lnd_effic;
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build = get_materials(sp, bp, lp->l_mat, delta);
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build = get_materials(sp, lp->l_mat, delta);
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if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
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build /= 3;
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@ -236,13 +239,9 @@ landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
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avail -= build * lp->l_bwork;
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if (avail < 0)
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avail = 0;
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if (!player->simulation)
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sp->sct_avail = avail / 100;
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else
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bp_put_avail(bp, sp, avail / 100);
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sp->sct_avail = avail / 100;
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if (build < 0)
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logerror("land unit %d building %d ! \n", land->lnd_uid, build);
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bp_set_from_sect(bp, sp);
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np->nat_money -= mult * lp->l_cost * build / 100.0;
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if (!player->simulation) {
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land->lnd_effic += (signed char)build;
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