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

@ -243,7 +243,7 @@ shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
{
struct mchrstr *mp = &mchr[(int)ship->shp_type];
int delta;
struct sctstr *sp;
struct sctstr *sp, scratch_sect;
int build;
int wf;
int avail;
@ -260,6 +260,12 @@ shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
&& relations_with(sp->sct_own, ship->shp_own) < FRIENDLY)
return;
if (player->simulation) {
scratch_sect = *sp;
bp_to_sect(bp, &scratch_sect);
sp = &scratch_sect;
}
mult = 1;
if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
mult = 2;
@ -273,10 +279,8 @@ shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
if (sp->sct_type != SCT_HARBR) {
wf /= 3;
avail = wf;
} else if (!player->simulation)
} else
avail = wf + sp->sct_avail * 100;
else
avail = wf + bp_get_avail(bp, sp) * 100;
delta = roundavg((double)avail / mp->m_bwork);
if (delta <= 0)
@ -286,7 +290,7 @@ shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
if (delta > 100 - ship->shp_effic)
delta = 100 - ship->shp_effic;
build = get_materials(sp, bp, mp->m_mat, delta);
build = get_materials(sp, mp->m_mat, delta);
if (sp->sct_type != SCT_HARBR)
build = delta;
@ -297,16 +301,10 @@ shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
* I didn't use roundavg here, because I want to penalize
* the player with a large number of ships.
*/
if (!player->simulation)
avail = (sp->sct_avail * 100 + wf) / 100;
else
avail = (bp_get_avail(bp, sp) * 100 + wf) / 100;
avail = (sp->sct_avail * 100 + wf) / 100;
if (avail < 0)
avail = 0;
if (!player->simulation)
sp->sct_avail = avail;
else
bp_put_avail(bp, sp, avail);
sp->sct_avail = avail;
}
if (sp->sct_type != SCT_HARBR)
if ((build + ship->shp_effic) > 80) {
@ -315,6 +313,7 @@ shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
build = 0;
}
bp_set_from_sect(bp, sp);
np->nat_money -= mult * mp->m_cost * build / 100.0;
if (!player->simulation)
ship->shp_effic += (signed char)build;