2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2013, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure, Markus Armbruster
6 * Empire is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
16 * You should have received a copy of the GNU General Public License
17 * along with this program. If not, see <http://www.gnu.org/licenses/>.
21 * See files README, COPYING and CREDITS in the root of the source
22 * tree for related information and legal notices. It is expected
23 * that future projects/authors will amend these files as needed.
27 * supply.c: Supply subroutines
29 * Known contributors to this file:
30 * Markus Armbruster, 2004-2011
42 #include "prototypes.h"
46 static int s_commod(struct empobj *, short *, i_type, int, int, int);
47 static int get_minimum(struct lndstr *, i_type);
50 sct_supply(struct sctstr *sp, i_type type, int wanted)
52 return s_commod((struct empobj *)sp, sp->sct_item,
53 type, wanted, ITEM_MAX, 1);
57 shp_supply(struct shpstr *sp, i_type type, int wanted)
59 return s_commod((struct empobj *)sp, sp->shp_item,
60 type, wanted, mchr[sp->shp_type].m_item[type], 1);
64 lnd_supply(struct lndstr *lp, i_type type, int wanted)
66 return s_commod((struct empobj *)lp, lp->lnd_item,
67 type, wanted, lchr[lp->lnd_type].l_item[type], 1);
71 lnd_in_supply(struct lndstr *lp)
74 if (lp->lnd_item[I_FOOD] < get_minimum(lp, I_FOOD))
77 return lp->lnd_item[I_SHELL] >= get_minimum(lp, I_SHELL);
81 lnd_supply_all(struct lndstr *lp)
86 fail |= !lnd_supply(lp, I_FOOD, get_minimum(lp, I_FOOD));
87 fail |= !lnd_supply(lp, I_SHELL, get_minimum(lp, I_SHELL));
92 * Actually get the commod
94 * First, try to forage in the sector
95 * Second look for a warehouse or headquarters to leech
96 * Third, look for a ship we own in a harbor
97 * Fourth, look for supplies in a supply unit we own
98 * (one good reason to do this last is that the supply
99 * unit will then call resupply, taking more time)
101 * May want to put code to resupply with SAMs here, later --ts
104 s_commod(struct empobj *sink, short *vec,
105 i_type type, int wanted, int limit, int actually_doit)
107 natid own = sink->own;
117 /* leave at least 1 military in sectors/ships */
120 double move_cost, weight, mobcost;
127 if (wanted <= vec[type])
131 /* try to get it from sector we're in */
132 if (sink->ef_type != EF_SECTOR) {
133 getsect(x, y, §);
134 if (sect.sct_own == own) {
135 if (!opt_NOFOOD && type == I_FOOD)
136 minimum = 1 + (int)ceil(food_needed(sect.sct_item,
138 if (sect.sct_item[type] - wanted >= minimum) {
139 sect.sct_item[type] -= wanted;
143 put_empobj(sink->ef_type, sink->uid, sink);
146 } else if (sect.sct_item[type] - minimum > 0) {
147 wanted -= sect.sct_item[type] - minimum;
148 sect.sct_item[type] = minimum;
150 vec[type] += sect.sct_item[type] - minimum;
157 /* look for a headquarters or warehouse */
158 lookrange = tfact(own, 10.0);
159 snxtsct_dist(&ns, x, y, lookrange);
160 while (nxtsct(&ns, §) && wanted) {
163 if (sect.sct_own != own)
165 if ((sect.sct_type != SCT_WAREH) &&
166 (sect.sct_type != SCT_HEADQ) && (sect.sct_type != SCT_HARBR))
168 if ((sect.sct_type == SCT_HEADQ) &&
169 (sect.sct_dist_x == sect.sct_x) &&
170 (sect.sct_dist_y == sect.sct_y))
172 if (sect.sct_effic < 60)
174 move_cost = path_find(sect.sct_x, sect.sct_y, x, y, own, MOB_MOVE);
177 if (!opt_NOFOOD && type == I_FOOD)
178 minimum = 1 + (int)ceil(food_needed(sect.sct_item,
180 if (sect.sct_item[type] <= minimum)
183 dp = &dchr[sect.sct_type];
184 packing = ip->i_pkg[dp->d_pkg];
185 if (packing > 1 && sect.sct_effic < 60)
187 weight = (double)ip->i_lbs / packing;
188 mobcost = move_cost * weight;
190 can_move = (double)sect.sct_mobil / mobcost;
192 can_move = sect.sct_item[type] - minimum;
193 if (can_move > sect.sct_item[type] - minimum)
194 can_move = sect.sct_item[type] - minimum;
196 if (can_move >= wanted) {
199 sect.sct_item[type] -= wanted;
201 /* take off mobility for delivering sect */
202 n = roundavg(wanted * weight * move_cost);
205 if (n > sect.sct_mobil)
211 put_empobj(sink->ef_type, sink->uid, sink);
214 } else if (can_move > 0) {
217 sect.sct_item[type] -= can_move;
219 /* take off mobility for delivering sect */
220 n = roundavg(can_move * weight * move_cost);
223 if (n > sect.sct_mobil)
227 vec[type] += can_move;
233 /* look for an owned ship in a harbor */
234 snxtitem_dist(&ni, EF_SHIP, x, y, lookrange);
235 while (nxtitem(&ni, &ship) && wanted) {
236 if (sink->ef_type == EF_SHIP && sink->uid == ship.shp_uid)
238 if (ship.shp_own != own)
240 if (!(mchr[(int)ship.shp_type].m_flags & M_SUPPLY))
242 getsect(ship.shp_x, ship.shp_y, §);
243 if (sect.sct_type != SCT_HARBR)
245 if (sect.sct_effic < 2)
247 move_cost = path_find(sect.sct_x, sect.sct_y, x, y, own, MOB_MOVE);
250 if (!opt_NOFOOD && type == I_FOOD)
251 minimum = 1 + (int)ceil(food_needed(ship.shp_item,
253 if (ship.shp_item[type] <= minimum)
256 dp = &dchr[sect.sct_type];
257 packing = ip->i_pkg[dp->d_pkg];
258 if (packing > 1 && sect.sct_effic < 60)
260 weight = (double)ip->i_lbs / packing;
261 mobcost = move_cost * weight;
263 can_move = (double)sect.sct_mobil / mobcost;
265 can_move = ship.shp_item[type] - minimum;
266 if (can_move > ship.shp_item[type] - minimum)
267 can_move = ship.shp_item[type] - minimum;
268 if (can_move >= wanted) {
270 ship.shp_item[type] -= wanted;
272 n = roundavg(wanted * weight * move_cost);
275 if (n > sect.sct_mobil)
279 vec[type] += can_move;
280 putship(ship.shp_uid, &ship);
282 put_empobj(sink->ef_type, sink->uid, sink);
285 } else if (can_move > 0) {
288 ship.shp_item[type] -= can_move;
290 n = roundavg(can_move * weight * move_cost);
293 if (n > sect.sct_mobil)
297 vec[type] += can_move;
298 putship(ship.shp_uid, &ship);
304 /* look for an owned supply unit */
305 snxtitem_dist(&ni, EF_LAND, x, y, lookrange);
306 while (nxtitem(&ni, &land) && wanted) {
309 if (sink->ef_type == EF_LAND && sink->uid == land.lnd_uid)
311 if (land.lnd_own != own)
314 lcp = &lchr[(int)land.lnd_type];
315 if (!(lcp->l_flags & L_SUPPLY))
318 if (land.lnd_item[type] <= get_minimum(&land, type))
321 if (land.lnd_ship >= 0) {
322 getsect(land.lnd_x, land.lnd_y, §);
323 if (sect.sct_type != SCT_HARBR || sect.sct_effic < 2)
327 move_cost = path_find(land.lnd_x, land.lnd_y, x, y, own, MOB_MOVE);
333 * Recursive supply is disabled for now. It can introduce
334 * cycles into the "resupplies from" relation. The code below
335 * attempts to break these cycles by temporarily zapping the
336 * commodity being supplied. That puts the land file in a
337 * funny state temporarily, risking loss of supplies when
338 * something goes wrong on the way. Worse, it increases
339 * lnd_seqno even when !actually_doit, which can lead to
340 * spurious seqno mismatch oopses in users of
341 * lnd_could_be_supplied(). I can't be bothered to clean up
342 * this mess right now, because recursive resupply is too dumb
343 * to be really useful anyway: each step uses the first source
344 * it finds, without consideration of mobility cost. If you
345 * re-enable it, don't forget to uncomment its documentation
346 * in supply.t as well.
348 if (land.lnd_item[type] - wanted < get_minimum(&land, type)) {
352 * Temporarily zap this unit's store, so the recursion
356 land.lnd_item[type] = 0;
357 putland(land.lnd_uid, &land);
358 save.lnd_seqno = land.lnd_seqno;
360 s_commod((struct empobj *)&land, land.lnd_item, type, wanted,
361 lchr[land.lnd_type].l_item[type] - wanted,
363 land.lnd_item[type] += save.lnd_item[type];
366 putland(land.lnd_uid, &land);
368 putland(save.lnd_uid, &save);
372 min = get_minimum(&land, type);
375 mobcost = move_cost * weight;
377 can_move = (double)land.lnd_mobil / mobcost;
379 can_move = land.lnd_item[type] - min;
380 if (can_move > land.lnd_item[type] - min)
381 can_move = land.lnd_item[type] - min;
383 if (can_move >= wanted) {
384 land.lnd_item[type] -= wanted;
385 land.lnd_mobil -= roundavg(wanted * weight * move_cost);
388 putland(land.lnd_uid, &land);
389 put_empobj(sink->ef_type, sink->uid, sink);
392 } else if (can_move > 0) {
394 land.lnd_item[type] -= can_move;
395 land.lnd_mobil -= roundavg(can_move * weight * move_cost);
397 vec[type] += can_move;
398 putland(land.lnd_uid, &land);
404 put_empobj(sink->ef_type, sink->uid, sink);
409 * We want to get enough shells to fire once,
410 * one update's worth of food.
413 get_minimum(struct lndstr *lp, i_type type)
418 lcp = &lchr[(int)lp->lnd_type];
419 max = lcp->l_item[type];
424 return 0; /* no food reqd, get out */
425 want = (int)ceil(food_needed(lp->lnd_item, etu_per_update));
441 lnd_could_be_supplied(struct lndstr *lp)
443 int res, food, food_needed, shells_needed, shells;
446 food_needed = get_minimum(lp, I_FOOD);
447 food = lp->lnd_item[I_FOOD];
448 if (food < food_needed) {
449 res = s_commod((struct empobj *)lp, lp->lnd_item,
451 lchr[lp->lnd_type].l_item[I_FOOD], 0);
452 lp->lnd_item[I_FOOD] = food;
458 shells_needed = lchr[lp->lnd_type].l_ammo;
459 shells = lp->lnd_item[I_SHELL];
460 if (shells < shells_needed) {
461 res = s_commod((struct empobj *)lp, lp->lnd_item,
462 I_SHELL, shells_needed,
463 lchr[lp->lnd_type].l_item[I_SHELL], 0);
464 lp->lnd_item[I_SHELL] = shells;