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