2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2000, 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 * produce.c: Produce goodies
30 * Known contributors to this file:
48 s_char *levelnames[] = { "Technology", "Research", "Education", "Happiness" };
51 produce(struct natstr *np, struct sctstr *sp, int *vec, int work, int sctwork, int desig, int neweff, int *cost, int *amount)
53 extern float levels[MAXNOC][4];
55 register struct pchrstr *product;
70 product = &pchr[dchr[desig].d_prd];
71 if (product == &pchr[0])
73 vtype = product->p_type;
74 item = vtype &~ VT_ITEM;
78 if ((material_limit = materials_cost(product, vec, &unit_work)) <= 0)
81 * calculate production efficiency.
84 if (product->p_nrndx != 0) {
86 resource = ((s_char *) sp) + product->p_nrndx;
87 p_e = (*resource * p_e) / 100.0;
88 if (product->p_nrdep > 0) {
89 /* XXX this looks way wrong */
90 depend = (*resource * 100.0) / product->p_nrdep;
96 * determine number that can be made with
97 * the available workforce
101 material_consume = material_limit;
102 worker_limit = roundavg(work * p_e / unit_work);
103 if (material_consume > worker_limit)
104 material_consume = worker_limit;
105 if (material_consume == 0)
108 if (product->p_nlndx >= 0) {
109 level_p_e = np->nat_level[product->p_nlndx] - product->p_nlmin;
110 if ((level_p_e < 0.0) && (!player->simulation)) {
112 "%s level too low to produce in %s (need %d)\n",
113 levelnames[product->p_nlndx], ownxy(sp),
117 level_p_e = level_p_e / (level_p_e + product->p_nllag);
120 * Adjust produced amount by commodity production ratio
122 output = roundavg(product->p_effic * 0.01 * material_consume);
123 if ((vtype == 0) && (!player->simulation)) {
124 levels[sp->sct_own][product->p_level] += output * level_p_e;
125 wu((natid)0, sp->sct_own, "%s (%.2f) produced in %s\n",
126 product->p_name, output * level_p_e, ownxy(sp));
128 if ((actual = roundavg(level_p_e * output)) <= 0)
130 if (product->p_nrdep != 0) {
131 if(*resource*100 < product->p_nrdep*actual)
132 actual = *resource*100/product->p_nrdep;
136 material_consume = (int)(actual / (product->p_effic * 0.01));
139 if (vec[item] > 9999) {
141 roundavg((9999.0 - vec[item] + actual) *
142 material_consume / actual);
143 if (material_consume < 0)
144 material_consume = 0;
146 if ((/* vtype != V_FOOD && */ sp->sct_own) &&
147 (!player->simulation))
149 "%s production backlog in %s\n",
150 product->p_name, ownxy(sp));
154 * Reset produced amount by commodity production ratio
156 if (!player->simulation) {
157 materials_charge(product, vec, material_consume);
158 if (product->p_nrdep != 0) {
160 * lower natural resource in sector depending on
163 val = *resource - roundavg(product->p_nrdep *
164 material_consume / 100.0);
171 *cost = product->p_cost * material_consume;
174 if (product->p_level == NAT_TLEV) {
175 if (tpops[sp->sct_own] > 50000)
176 *cost = (double)*cost * (double)tpops[sp->sct_own] / 50000.0;
180 /* The min() here is to take care of integer rounding errors */
182 return min(work, (int)(unit_work * material_consume / p_e));
188 materials_cost(struct pchrstr *product, register int *vec, int *costp)
191 register u_short *ap;
195 register u_char *endp;
199 ap = product->p_vamt;
200 endp = product->p_vtype + product->p_nv;
201 for (vp = product->p_vtype; vp < endp; vp++, ap++) {
204 n = vec[*vp & ~VT_ITEM] / *ap;
214 materials_charge(struct pchrstr *product, register int *vec, register int count)
217 register u_short *ap;
218 register u_char *endp;
222 ap = product->p_vamt;
223 endp = product->p_vtype + product->p_nv;
224 for (vp = product->p_vtype; vp < endp; vp++, ap++) {
225 item = *vp & ~VT_ITEM;
226 if (item < 0 || item > I_MAX) {
227 logerror("materials_charge: bad item %d", item);
230 if ((n = vec[item] - *ap * count) < 0) {
231 logerror("materials_charge: %d > %d item #%d",