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 * produce.c: Produce goodies
29 * Known contributors to this file:
30 * Markus Armbruster, 2004-2013
41 static void materials_charge(struct pchrstr *, short *, int);
43 static char *levelnames[] = {
44 "Technology", "Research", "Education", "Happiness"
48 produce(struct natstr *np, struct sctstr *sp, short *vec, int work,
49 int desig, int neweff, int *cost, int *amount)
51 struct pchrstr *product;
54 unsigned char *resource;
64 if (dchr[desig].d_prd < 0)
66 product = &pchr[dchr[desig].d_prd];
67 item = product->p_type;
69 resource = (unsigned char *)sp + product->p_nrndx;
75 material_limit = prod_materials_cost(product, vec, &unit_work);
76 if (material_limit <= 0)
79 * calculate production efficiency.
84 p_e *= *resource / 100.0;
87 * determine number that can be made with
88 * the available workforce
92 material_consume = material_limit;
93 worker_limit = roundavg(work * p_e / unit_work);
94 if (material_consume > worker_limit)
95 material_consume = worker_limit;
96 if (resource && product->p_nrdep != 0) {
97 if (*resource * 100 < product->p_nrdep * material_consume)
98 material_consume = *resource * 100 / product->p_nrdep;
100 if (material_consume == 0)
102 prodeff = prod_eff(desig, np->nat_level[product->p_nlndx]);
103 if (prodeff <= 0.0 && !player->simulation) {
105 "%s level too low to produce in %s (need %d)\n",
106 levelnames[product->p_nlndx], ownxy(sp), product->p_nlmin);
110 * Adjust produced amount by commodity production ratio
112 output = material_consume * prodeff;
113 if (item == I_NONE) {
114 actual = ldround(output, 1);
115 if (!player->simulation) {
116 levels[sp->sct_own][product->p_level] += output;
117 wu(0, sp->sct_own, "%s (%.2f) produced in %s\n",
118 product->p_name, output, ownxy(sp));
121 actual = roundavg(output);
125 material_consume = roundavg(999.0 * material_consume / actual);
128 if (vec[item] + actual > ITEM_MAX) {
129 material_consume = roundavg((double)(ITEM_MAX - vec[item])
130 * material_consume / actual);
131 if (material_consume < 0)
132 material_consume = 0;
133 actual = ITEM_MAX - vec[item];
134 if (sp->sct_own && !player->simulation)
136 "%s production backlog in %s\n",
137 product->p_name, ownxy(sp));
142 * Reset produced amount by commodity production ratio
144 if (!player->simulation) {
145 materials_charge(product, vec, material_consume);
146 if (resource && product->p_nrdep != 0) {
148 * lower natural resource in sector depending on
151 val = *resource - roundavg(product->p_nrdep *
152 material_consume / 100.0);
159 *cost = product->p_cost * material_consume;
162 if (product->p_level == NAT_TLEV) {
163 if (tpops[sp->sct_own] > 50000)
164 *cost *= tpops[sp->sct_own] / 50000.0;
168 /* The MIN() here is to take care of integer rounding errors */
170 return MIN(work, (int)(unit_work * material_consume / p_e));
176 * Return how much of product PP can be made from materials VEC[].
177 * Store amount of work per unit in *COSTP.
180 prod_materials_cost(struct pchrstr *pp, short vec[], int *costp)
188 for (i = 0; i < MAXPRCON; ++i) {
191 if (CANT_HAPPEN(pp->p_ctype[i] <= I_NONE || I_MAX < pp->p_ctype[i]))
193 n = vec[pp->p_ctype[i]] / pp->p_camt[i];
196 cost += pp->p_camt[i];
203 materials_charge(struct pchrstr *pp, short *vec, int count)
208 for (i = 0; i < MAXPRCON; ++i) {
209 item = pp->p_ctype[i];
212 if (CANT_HAPPEN(item <= I_NONE || I_MAX < item))
214 n = vec[item] - pp->p_camt[i] * count;
215 if (CANT_HAPPEN(n < 0))
222 * Return p.e. for sector type TYPE.
223 * Zero means level is too low for production.
224 * LEVEL is the affecting production of PP; it must match PP->p_nlndx.
227 prod_eff(int type, float level)
230 struct dchrstr *dp = &dchr[type];
231 struct pchrstr *pp = &pchr[dp->d_prd];
233 if (CANT_HAPPEN(dp->d_prd < 0))
239 double delta = (double)level - (double)pp->p_nlmin;
243 if (CANT_HAPPEN(delta + pp->p_nllag <= 0))
245 level_p_e = delta / (delta + pp->p_nllag);
248 return level_p_e * dp->d_peffic * 0.01;