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, ...
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@ -109,8 +109,8 @@ set(void)
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if (land.lnd_own == player->cnum)
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tot_mil += total_mil(&land);
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}
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if (tot_mil + (getvar(V_MILIT, (char *)§, EF_SECTOR)) * 10
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< getvar(V_CIVIL, (char *)§, EF_SECTOR)) {
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if (tot_mil + sect.sct_item[I_MILIT] * 10
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< sect.sct_item[I_CIVIL]) {
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pr("Military control required to sell goods.\n");
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return RET_FAIL;
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}
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