empserver/src/lib/update/material.c
Markus Armbruster 199b1498c8 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>
2017-08-06 19:59:58 +02:00

71 lines
2 KiB
C

/*
* Empire - A multi-player, client/server Internet based war game.
* Copyright (C) 1986-2016, Dave Pare, Jeff Bailey, Thomas Ruschak,
* Ken Stevens, Steve McClure, Markus Armbruster
*
* Empire is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ---
*
* See files README, COPYING and CREDITS in the root of the source
* tree for related information and legal notices. It is expected
* that future projects/authors will amend these files as needed.
*
* ---
*
* material.c: Tries to find materials for production
*
* Known contributors to this file:
* Ville Virrankoski, 1996
* Markus Armbruster, 2007-2016
*/
#include <config.h>
#include "chance.h"
#include "update.h"
/*
* Get build materials from sector @sp.
* Array @mvec[ITEM_MAX+1] defines the materials needed to build 100%.
* @pct is the percentage to build.
* Adjust build percentage downwards so that available materials
* suffice. Remove the materials.
* Return adjusted build percentage.
*/
int
get_materials(struct sctstr *sp, short mvec[], int pct)
{
int i, amt;
for (i = I_NONE + 1; i <= I_MAX; i++) {
if (mvec[i] == 0)
continue;
amt = sp->sct_item[i];
if (amt * 100 < mvec[i] * pct)
pct = amt * 100 / mvec[i];
}
for (i = I_NONE + 1; i <= I_MAX; i++) {
if (mvec[i] == 0)
continue;
amt = sp->sct_item[i];
amt -= roundavg(mvec[i] * pct / 100.0);
if (CANT_HAPPEN(amt < 0))
amt = 0;
sp->sct_item[i] = amt;
}
return pct;
}