2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2016, 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 * land.c: Do production for land units
29 * Known contributors to this file:
31 * Thomas Ruschak, 1992
33 * Markus Armbruster, 2006-2016
48 #include "prototypes.h"
51 static void landrepair(struct lndstr *, struct natstr *, struct bp *, int);
52 static void upd_land(struct lndstr *, int, struct natstr *, struct bp *, int);
53 static int feed_land(struct lndstr *, int);
56 prod_land(int etus, int natnum, struct bp *bp, int build)
57 /* build = 1, maintain = 0 */
65 for (n = 0; NULL != (lp = getlandp(n)); n++) {
68 if (lp->lnd_own != natnum)
70 if (lp->lnd_effic < LAND_MINEFF) {
71 makelost(EF_LAND, lp->lnd_own, lp->lnd_uid,
72 lp->lnd_x, lp->lnd_y);
77 sp = getsectp(lp->lnd_x, lp->lnd_y);
78 if (sp->sct_type == SCT_SANCT)
80 np = getnatp(lp->lnd_own);
81 start_money = np->nat_money;
82 upd_land(lp, etus, np, bp, build);
83 lnd_money[lp->lnd_own] += np->nat_money - start_money;
84 if (!build || np->nat_money != start_money)
86 if (player->simulation)
87 np->nat_money = start_money;
94 upd_land(struct lndstr *lp, int etus,
95 struct natstr *np, struct bp *bp, int build)
96 /* build = 1, maintain = 0 */
100 int min = morale_base - (int)np->nat_level[NAT_HLEV];
101 int n, mult, cost, eff_lost;
103 if (!player->simulation)
104 if (lp->lnd_retreat < min)
105 lp->lnd_retreat = min;
107 lcp = &lchr[(int)lp->lnd_type];
109 if (!lp->lnd_off && np->nat_money >= 0)
110 landrepair(lp, np, bp, etus);
111 if (!player->simulation)
115 if (np->nat_level[NAT_TLEV] < lp->lnd_tech * 0.85)
117 if (lcp->l_flags & L_ENGINEER)
119 cost = -(mult * etus * MIN(0.0, money_land * lcp->l_cost));
120 if (np->nat_money < cost && !player->simulation) {
122 if (lp->lnd_effic - eff_lost < LAND_MINEFF)
123 eff_lost = lp->lnd_effic - LAND_MINEFF;
125 wu(0, lp->lnd_own, "%s lost %d%% to lack of maintenance\n",
126 prland(lp), eff_lost);
127 lp->lnd_effic -= eff_lost;
130 np->nat_money -= cost;
133 if (!player->simulation) {
135 if ((n = feed_land(lp, etus)) > 0) {
136 wu(0, lp->lnd_own, "%d starved in %s%s\n",
138 (lp->lnd_effic < LAND_MINEFF ? ", killing it" : ""));
140 nreport(lp->lnd_own, N_DIE_FAMINE, 0, 1);
143 * do plague stuff. plague can't break out on land units,
144 * but it can still kill people on them.
146 pstage = lp->lnd_pstage;
147 ptime = lp->lnd_ptime;
148 if (pstage != PLG_HEALTHY) {
149 n = plague_people(np, lp->lnd_item, &pstage, &ptime, etus);
153 "PLAGUE deaths reported on %s\n", prland(lp));
154 nreport(lp->lnd_own, N_DIE_PLAGUE, 0, 1);
157 wu(0, lp->lnd_own, "%s battling PLAGUE\n", prland(lp));
160 /* Are we still incubating? */
162 /* Yes. Will it turn "infectious" next time? */
164 /* Yes. Report an outbreak. */
166 "Outbreak of PLAGUE on %s!\n", prland(lp));
167 nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
170 /* It has already moved on to "infectious" */
172 "%s battling PLAGUE\n", prland(lp));
176 /* Has the plague moved to "incubation" yet? */
178 /* Yes. Will it turn "infectious" next time? */
180 /* Yes. Report an outbreak. */
182 "Outbreak of PLAGUE on %s!\n", prland(lp));
183 nreport(lp->lnd_own, N_OUT_PLAGUE, 0, 1);
190 lp->lnd_pstage = pstage;
191 lp->lnd_ptime = ptime;
193 } /* end !player->simulation */
198 landrepair(struct lndstr *land, struct natstr *np, struct bp *bp, int etus)
200 struct lchrstr *lp = &lchr[(int)land->lnd_type];
202 struct sctstr *sp, scratch_sect;
207 if (land->lnd_effic == 100)
210 sp = getsectp(land->lnd_x, land->lnd_y);
214 if (relations_with(sp->sct_own, land->lnd_own) != ALLIED)
217 if (player->simulation) {
219 bp_to_sect(bp, &scratch_sect);
224 if (np->nat_level[NAT_TLEV] < land->lnd_tech * 0.85)
227 avail = sp->sct_avail * 100;
229 delta = avail / lp->l_bwork;
232 if (delta > (int)((float)etus * land_grow_scale))
233 delta = (int)((float)etus * land_grow_scale);
234 if (delta > 100 - land->lnd_effic)
235 delta = 100 - land->lnd_effic;
237 build = get_materials(sp, lp->l_mat, delta);
239 if ((sp->sct_type != SCT_HEADQ) && (sp->sct_type != SCT_FORTR))
242 avail = roundavg((avail - build * lp->l_bwork) / 100.0);
245 sp->sct_avail = avail;
247 bp_set_from_sect(bp, sp);
248 np->nat_money -= roundavg(mult * lp->l_cost * build / 100.0);
249 if (!player->simulation) {
250 land->lnd_effic += (signed char)build;
255 * returns the number who starved, if any.
258 feed_land(struct lndstr *lp, int etus)
260 return feed_people(lp->lnd_item, etus);