2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2004, Dave Pare, Jeff Bailey, Thomas Ruschak,
4 * Ken Stevens, Steve McClure
6 * This program 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 2 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, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
22 * See the "LEGAL", "LICENSE", "CREDITS" and "README" files for all the
23 * related information and legal notices. It is expected that any future
24 * projects/authors will amend these files as needed.
28 * land.c: Do production for land units
30 * Known contributors to this file:
32 * Thomas Ruschak, 1992
59 #define MIN(x,y) ((x) > (y) ? (y) : (x))
62 static int landrepair(register struct lndstr *, struct natstr *,
64 static void upd_land(register struct lndstr *lp, register int etus,
65 struct natstr *np, int *bp, int build);
68 prod_land(int etus, int natnum, int *bp, int build)
69 /* build = 1, maintain = 0 */
71 register struct lndstr *lp;
76 int lastx = 9999, lasty = 9999;
78 bp_enable_cachepath();
79 for (n = 0; NULL != (lp = getlandp(n)); n++) {
82 if (lp->lnd_own != natnum)
85 sp = getsectp(lp->lnd_x, lp->lnd_y);
86 if (sp->sct_type == SCT_SANCT)
88 if (lastx == 9999 || lasty == 9999) {
92 if (lastx != lp->lnd_x || lasty != lp->lnd_y) {
94 bp_disable_cachepath();
96 bp_enable_cachepath();
98 np = getnatp(lp->lnd_own);
99 start_money = np->nat_money;
100 upd_land(lp, etus, np, bp, build);
101 lnd_money[lp->lnd_own] += np->nat_money - start_money;
102 if ((build && (np->nat_money != start_money)) || (!build))
104 if (player->simulation)
105 np->nat_money = start_money;
107 bp_disable_cachepath();
108 bp_clear_cachepath();
114 upd_land(register struct lndstr *lp, register int etus,
115 struct natstr *np, int *bp, int build)
116 /* build = 1, maintain = 0 */
119 u_short pstage, ptime;
121 int min = morale_base - (int)np->nat_level[NAT_HLEV];
127 if (!player->simulation)
128 if (lp->lnd_retreat < min)
129 lp->lnd_retreat = min;
131 lcp = &lchr[(int)lp->lnd_type];
133 if (np->nat_priorities[PRI_LBUILD] == 0 || np->nat_money < 0)
135 if (lp->lnd_effic < LAND_MINEFF || !landrepair(lp, np, bp, etus)) {
136 makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x,
143 if (np->nat_level[NAT_TLEV] < lp->lnd_tech * 0.85)
145 if (lcp->l_flags & L_ENGINEER)
147 /* cost = -(mult * etus * dmin(0.0, money_land * LND_COST(lcp->l_cost, lp->lnd_tech - lcp->l_tech)));*/
148 cost = -(mult * etus * dmin(0.0, money_land * lcp->l_cost));
149 if ((np->nat_priorities[PRI_LMAINT] == 0 || np->nat_money < cost)
150 && !player->simulation) {
151 if ((eff = lp->lnd_effic - etus / 5) < LAND_MINEFF) {
153 "%s lost to lack of maintenance\n", prland(lp));
154 makelost(EF_LAND, lp->lnd_own, lp->lnd_uid, lp->lnd_x,
160 "%s lost %d%% to lack of maintenance\n",
161 prland(lp), lp->lnd_effic - eff);
164 np->nat_money -= cost;
167 /* Grab more stuff */
168 if ((opt_NOFOOD == 0) && !player->simulation)
169 resupply_commod(lp, I_FOOD);
171 if (!player->simulation) {
172 if ((n = feed_land(lp, etus, &needed, 1)) > 0) {
173 wu(0, lp->lnd_own, "%d starved in %s%s\n",
175 (lp->lnd_effic < LAND_MINEFF ? ", killing it" : ""));
177 nreport(lp->lnd_own, N_DIE_FAMINE, 0, 1);
180 * do plague stuff. plague can't break out on land units,
181 * but it can still kill people on them.
183 pstage = lp->lnd_pstage;
184 ptime = lp->lnd_ptime;
185 if (pstage != PLG_HEALTHY) {
186 n = plague_people(np, lp->lnd_item, &pstage, &ptime, etus);
190 "PLAGUE deaths reported on %s\n", prland(lp));
191 nreport(lp->lnd_own, N_DIE_PLAGUE, 0, 1);
194 wu(0, lp->lnd_own, "%s battling PLAGUE\n", prland(lp));
197 /* Are we still incubating? */
199 /* Yes. Will it turn "infectious" next time? */
201 /* Yes. Report an outbreak. */
203 "Outbreak of PLAGUE on %s!\n", prland(lp));
204 nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
207 /* It has already moved on to "infectious" */
209 "%s battling PLAGUE\n", prland(lp));
213 /* Has the plague moved to "incubation" yet? */
215 /* Yes. Will it turn "infectious" next time? */
217 /* Yes. Report an outbreak. */
219 "Outbreak of PLAGUE on %s!\n", prland(lp));
220 nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
227 lp->lnd_pstage = pstage;
228 lp->lnd_ptime = ptime;
230 } /* end !player->simulation */
236 landrepair(register struct lndstr *land, struct natstr *np,
244 int mil_needed, lcm_needed, hcm_needed, gun_needed, shell_needed;
250 lp = &lchr[(int)land->lnd_type];
251 sp = getsectp(land->lnd_x, land->lnd_y);
255 if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
258 if (land->lnd_effic == 100) {
259 /* land is ok; no repairs needed */
262 if (sp->sct_own != land->lnd_own)
265 if (!player->simulation)
266 avail = sp->sct_avail * 100;
268 avail = gt_bg_nmbr(bp, sp, I_MAX + 1) * 100;
270 w_p_eff = LND_BLD_WORK(lp->l_lcm, lp->l_hcm);
271 delta = roundavg((double)avail / w_p_eff);
274 if (delta > etus * land_grow_scale)
275 delta = etus * land_grow_scale;
277 /* delta is the max amount we can grow */
279 left = 100 - land->lnd_effic;
283 leftp = ((float)left / 100.0);
285 memset(mvec, 0, sizeof(mvec));
286 mvec[I_LCM] = lcm_needed = ldround((double)(lp->l_lcm * leftp), 1);
287 mvec[I_HCM] = hcm_needed = ldround((double)(lp->l_hcm * leftp), 1);
289 mvec[I_GUN] = gun_needed = ldround((double)(lp->l_gun * leftp),1);
290 mvec[I_MILIT] = mil_needed = ldround((double)(lp->l_mil * leftp),1);
291 mvec[I_SHELL] = shell_needed = ldround((double)(lp->l_shell *leftp),1);
293 mvec[I_GUN] = gun_needed = 0;
294 mvec[I_MILIT] = mil_needed = 0;
295 mvec[I_SHELL] = shell_needed = 0;
297 get_materials(sp, bp, mvec, 0);
299 if (mvec[I_MILIT] >= mil_needed)
302 buildp = ((float)mvec[I_MILIT] / (float)lp->l_mil);
303 if (mvec[I_LCM] < lcm_needed)
304 buildp = MIN(buildp, ((float)mvec[I_LCM] / (float)lp->l_lcm));
305 if (mvec[I_HCM] < hcm_needed)
306 buildp = MIN(buildp, ((float)mvec[I_HCM] / (float)lp->l_hcm));
307 if (mvec[I_GUN] < gun_needed)
308 buildp = MIN(buildp, ((float)mvec[I_GUN] / (float)lp->l_gun));
309 if (mvec[I_SHELL] < shell_needed)
310 buildp = MIN(buildp, ((float)mvec[I_SHELL] / (float)lp->l_shell));
312 build = ldround((double)(buildp * 100.0), 1);
314 memset(mvec, 0, sizeof(mvec));
315 mvec[I_LCM] = lcm_needed = roundavg((double)(lp->l_lcm * buildp));
316 mvec[I_HCM] = hcm_needed = roundavg((double)(lp->l_hcm * buildp));
318 mvec[I_GUN] = gun_needed = roundavg((double)(lp->l_gun * buildp));
319 mvec[I_MILIT] = mil_needed = roundavg((double)(lp->l_mil * buildp));
320 mvec[I_SHELL] = shell_needed = roundavg((double)(lp->l_shell *buildp));
322 mvec[I_GUN] = gun_needed = 0;
323 mvec[I_MILIT] = mil_needed = 0;
324 mvec[I_SHELL] = shell_needed = 0;
325 mil_dbl_pay += mil_needed;
327 get_materials(sp, bp, mvec, 1);
329 if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
332 avail -= build * w_p_eff;
333 if (!player->simulation) {
334 sp->sct_avail = avail / 100;
335 if (sp->sct_avail < 0)
338 pt_bg_nmbr(bp, sp, I_MAX + 1, avail / 100);
339 if (gt_bg_nmbr(bp, sp, I_MAX + 1) < 0)
340 pt_bg_nmbr(bp, sp, I_MAX + 1, 0);
344 logerror("land unit %d building %d ! \n", land->lnd_uid, build);
345 np->nat_money -= mult * lp->l_cost * build / 100.0;
346 if (!player->simulation) {
347 land->lnd_effic += (s_char)build;
355 * returns the number who starved, if any.
358 feed_land(struct lndstr *lp, int etus, int *needed, int doit)
360 double food_eaten, ship_eaten;
369 return 0; /* no food no work to be done */
371 total_people = total_mil(lp);
372 food_eaten = etus * eatrate * total_people;
373 ifood_eaten = (int)food_eaten;
374 if (food_eaten - ifood_eaten > 0)
380 * If we're on a ship, and we don't have enough food,
381 * get some food off the carrying ship. (Don't starve
384 /* doit - Only try to take food off the ship during the update */
385 if (ifood_eaten > lp->lnd_item[I_FOOD] && lp->lnd_ship >= 0 && doit) {
386 need = ifood_eaten - lp->lnd_item[I_FOOD];
387 sp = getshipp(lp->lnd_ship);
388 ship_eaten = etus * eatrate * (sp->shp_item[I_CIVIL]
389 + sp->shp_item[I_MILIT]
390 + sp->shp_item[I_UW]);
391 if (sp->shp_item[I_FOOD] - need > ship_eaten) {
392 lp->lnd_item[I_FOOD] += need;
393 sp->shp_item[I_FOOD] -= need;
394 } else if (sp->shp_item[I_FOOD] - ship_eaten > 0) {
395 lp->lnd_item[I_FOOD] += sp->shp_item[I_FOOD] - ship_eaten;
396 sp->shp_item[I_FOOD] -= sp->shp_item[I_FOOD] - ship_eaten;
400 if (ifood_eaten > lp->lnd_item[I_FOOD]) {
401 *needed = ifood_eaten - lp->lnd_item[I_FOOD];
402 people_left = (lp->lnd_item[I_FOOD] + 0.01) / (food_eaten + 0.01);
403 /* only want to starve off at most 1/2 the populace. */
404 if (people_left < 0.5)
406 starved = total_people * (1 - people_left);
407 lp->lnd_item[I_MILIT] -= starved;
408 lp->lnd_item[I_FOOD] = 0;
410 lp->lnd_item[I_FOOD] -= (int)food_eaten;