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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@ -33,14 +33,11 @@
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#include <config.h>
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#include "budg.h"
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#include "chance.h"
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#include "player.h"
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#include "update.h"
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/*
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* Get build materials from sector @sp.
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* @bp is the sector's build pointer.
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* Array @mvec[ITEM_MAX+1] defines the materials needed to build 100%.
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* @pct is the percentage to build.
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* Adjust build percentage downwards so that available materials
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@ -48,14 +45,14 @@
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* Return adjusted build percentage.
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*/
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int
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get_materials(struct sctstr *sp, struct bp *bp, short mvec[], int pct)
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get_materials(struct sctstr *sp, short mvec[], int pct)
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{
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int i, amt;
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for (i = I_NONE + 1; i <= I_MAX; i++) {
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if (mvec[i] == 0)
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continue;
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amt = bp_get_item(bp, sp, i);
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amt = sp->sct_item[i];
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if (amt * 100 < mvec[i] * pct)
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pct = amt * 100 / mvec[i];
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}
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@ -63,13 +60,11 @@ get_materials(struct sctstr *sp, struct bp *bp, short mvec[], int pct)
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for (i = I_NONE + 1; i <= I_MAX; i++) {
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if (mvec[i] == 0)
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continue;
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amt = bp_get_item(bp, sp, i);
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amt = sp->sct_item[i];
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amt -= roundavg(mvec[i] * pct / 100.0);
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if (CANT_HAPPEN(amt < 0))
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amt = 0;
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bp_put_item(bp, sp, i, amt);
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if (!player->simulation)
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sp->sct_item[i] = amt;
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sp->sct_item[i] = amt;
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}
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return pct;
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