Sectors need space for items, deliveries and distribution thresholds.

To save space, the ancients invented `variables': a collection of
key-value pairs, missing means zero value, space for `enough' keys.
This complicates the code, as assigning to a `variable' can fail for
lack of space.  Over time, `enough' increased, and for quite some time
now `variables' have been *wasting* space.  This changeset replaces
them, except in struct mchrstr, struct lchrstr and struct pchrstr,
where they are read-only, and will be replaced later.  It is only a
first step; further cleanup is required.  To simplify and minimize
this necessarily huge changeset, the new item[] arrays have an unused
slot 0, and the old variable types V_CIVIL, ... are still defined, but
must have the same values as the item types I_CIVIL, ...
This commit is contained in:
Markus Armbruster 2004-03-03 16:54:22 +00:00
parent ba86513b01
commit eccc5cb7d7
86 changed files with 853 additions and 1226 deletions

View file

@ -92,8 +92,8 @@ look(void)
dchr[sect.sct_type].d_mnem, 0);
pr(" %d%% efficient ", player->owner ? sect.sct_effic :
roundintby((int)sect.sct_effic, 10));
civ = getvar(V_CIVIL, (s_char *)&sect, EF_SECTOR);
mil = getvar(V_MILIT, (s_char *)&sect, EF_SECTOR);
civ = sect.sct_item[I_CIVIL];
mil = sect.sct_item[I_MILIT];
if (civ)
pr("with %s%d civ ", player->owner ? "" : "approx ",
player->owner ? civ : roundintby(civ, 10));
@ -226,8 +226,8 @@ llook(void)
dchr[sect.sct_type].d_mnem, 0);
pr(" %d%% efficient ", player->owner ? sect.sct_effic :
roundintby((int)sect.sct_effic, 10));
civ = getvar(V_CIVIL, (s_char *)&sect, EF_SECTOR);
mil = getvar(V_MILIT, (s_char *)&sect, EF_SECTOR);
civ = sect.sct_item[I_CIVIL];
mil = sect.sct_item[I_MILIT];
if (civ)
pr("with %s%d civ ", player->owner ? "" :
"approx ", player->owner ? civ : roundintby(civ, 10));