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 * sect.c: Do production for sectors
30 * Known contributors to this file:
46 #include "distribute.h"
58 extern float levels[MAXNOC][4];
61 dodeliver(struct sctstr *sp, int *vec)
71 if (sp->sct_mobil <= 0)
73 if (getvec(VT_DEL, del, (s_char *)sp, EF_SECTOR) <= 0)
76 plague = getvar(V_PSTAGE, (s_char *)sp, EF_SECTOR);
77 for (i=1; i<=I_MAX; i++) {
80 thresh = del[i] & ~0x7;
82 n = deliver(sp, &ichr[i], dir, thresh, vec[i], plague);
86 if (sp->sct_mobil <= 0)
94 * Increase sector efficiency if old type == new type.
95 * decrease sector efficiency if old type != new type.
96 * Return amount of work used.
99 upd_buildeff(struct natstr *np, register struct sctstr *sp, int *workp, int *vec, int etu, int *desig, int sctwork, int *cost)
101 register int work_cost = 0;
102 int buildeff_work = (int)(*workp / 2);
103 int n, hcms, lcms, neweff;
104 u_char old_type = *desig;
107 neweff = sp->sct_effic;
109 if (*desig != sp->sct_newtype) {
111 * Tear down existing sector.
112 * Easier to destroy than to build.
114 work_cost = (sp->sct_effic + 3) / 4;
115 if (work_cost > buildeff_work)
116 work_cost = buildeff_work;
117 buildeff_work -= work_cost;
118 n = sp->sct_effic - work_cost * 4;
121 *desig = sp->sct_newtype;
126 if (!n && dchr[old_type].d_pkg == UPKG &&
127 dchr[*desig].d_pkg != UPKG) {
128 int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
129 if (vec[I_CIVIL] > maxpop)
130 vec[I_CIVIL] = maxpop;
131 if (vec[I_UW] > maxpop)
133 *workp = (vec[I_CIVIL] * sctwork) / 100.0
134 +(vec[I_MILIT] * 2 / 5.0) + vec[I_UW];
135 *workp = roundavg((etu * (*workp)) / 100.0);
137 buildeff_work = min((int)(*workp / 2), buildeff_work);
141 if (np->nat_priorities[*desig]) {
142 if (*desig == sp->sct_newtype) {
143 work_cost = 100 - neweff;
144 if (work_cost > buildeff_work)
145 work_cost = buildeff_work;
147 if (dchr[*desig].d_lcms>0){
149 lcms /= dchr[*desig].d_lcms;
150 if (work_cost > lcms)
153 if (dchr[*desig].d_hcms>0){
155 hcms /= dchr[*desig].d_hcms;
156 if (work_cost > hcms)
161 *cost += work_cost*dchr[*desig].d_build;
162 buildeff_work -= work_cost;
164 if ((dchr[*desig].d_lcms>0) ||
165 (dchr[*desig].d_hcms>0)){
166 vec[I_LCM] -= work_cost *
168 vec[I_HCM] -= work_cost *
173 *workp = *workp/2 + buildeff_work;
179 * enlistment sectors are special; they require military
180 * to convert civ into mil in large numbers.
181 * Conversion will happen much more slowly without
182 * some mil initially.
185 enlist(register int *vec, int etu, int *cost)
190 /* Need to check treaties here */
192 maxmil = (vec[I_CIVIL] / 2) - vec[I_MILIT];
194 enlisted = (etu * (10 + vec[I_MILIT]) * 0.05);
195 if (enlisted > maxmil)
197 vec[I_CIVIL] -= enlisted;
198 vec[I_MILIT] += enlisted;
200 *cost = enlisted * 3;
204 /* Fallout is calculated here. */
206 extern int melt_item_denom[];
209 meltitems(int etus, int fallout, int own, int *vec, int type, int x, int y, int uid)
214 for (n = 1; n <= I_MAX; n++) {
215 melt = roundavg(vec[n] * etus * (long)fallout /
216 (1000.0 * melt_item_denom[n]));
217 if (melt > 5 && own) {
218 if (type == EF_SECTOR)
219 wu(0, own, "Lost %d %s to radiation in %s.\n",
220 (melt < vec[n] ? melt : vec[n]), ichr[n].i_name,
222 else if (type == EF_LAND)
223 wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
224 uid, (melt < vec[n] ? melt : vec[n]), ichr[n].i_name,
226 else if (type == EF_SHIP)
227 wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
228 uid, (melt < vec[n] ? melt : vec[n]), ichr[n].i_name,
239 * do_fallout - calculate fallout for sectors.
241 * This is etu based. But, do limit HUGE kill offs in large ETU
242 * games, the melting etus rate is limited to 24 etus.
246 do_fallout(register struct sctstr *sp, register int etus)
255 getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
256 getvec(VT_COND, cvec, (s_char *)sp, EF_SECTOR);
257 /* This check shouldn't be needed, but just in case. :) */
258 if (!cvec[C_FALLOUT] || !sp->sct_updated)
263 wu(0,0,"Running fallout in %d,%d\n", sp->sct_x, sp->sct_y);
265 meltitems(etus, cvec[C_FALLOUT], sp->sct_own, vec, EF_SECTOR,
266 sp->sct_x, sp->sct_y, 0);
267 putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
268 for (i = 0; NULL != (lp = getlandp(i)); i++) {
271 if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
273 getvec(VT_ITEM, tvec, (s_char *)lp, EF_LAND);
274 meltitems(etus, cvec[C_FALLOUT], lp->lnd_own, tvec, EF_LAND,
275 lp->lnd_x, lp->lnd_y, lp->lnd_uid);
276 putvec(VT_ITEM, tvec, (s_char *)lp, EF_LAND);
278 for (i = 0; NULL != (spp = getshipp(i)); i++) {
281 if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
283 if (mchr[(int)spp->shp_type].m_flags & M_SUB)
285 getvec(VT_ITEM, tvec, (s_char *)spp, EF_SHIP);
286 meltitems(etus, cvec[C_FALLOUT], spp->shp_own, tvec, EF_SHIP,
287 spp->shp_x, spp->shp_y, spp->shp_uid);
288 putvec(VT_ITEM, tvec, (s_char *)spp, EF_SHIP);
291 if ((cvec[C_FALLOUT] > 20) && chance(100))
293 #endif /* GODZILLA */
297 spread_fallout(struct sctstr *sp, int etus)
299 extern double fallout_spread;
308 getvec(VT_COND, cvec, (s_char *)sp, EF_SECTOR);
309 for (n = DIR_FIRST; n <= DIR_LAST; n++) {
310 ap = getsectp(sp->sct_x+diroff[n][0], sp->sct_y+diroff[n][1]);
311 getvec(VT_COND, tvec, (char *)ap, EF_SECTOR);
312 if (ap->sct_type == SCT_SANCT)
314 inc = roundavg(etus * fallout_spread * (cvec[C_FALLOUT])) - 1;
316 if (cvec[C_FALLOUT]) {
317 wu(0,0,"Fallout from sector %d,%d to %d,%d is %d=%d*%e*%d\n",
318 sp->sct_x,sp->sct_y,sp->sct_x+diroff[n][0],
319 sp->sct_y+diroff[n][1], inc, etus,
320 fallout_spread, cvec[C_FALLOUT]);
325 tvec[C_FALLOUT] += inc;
326 putvec(VT_COND, tvec, (char *)ap, EF_SECTOR);
331 decay_fallout(struct sctstr *sp, int etus)
333 extern double decay_per_etu;
334 extern double fallout_spread;
340 getvec(VT_COND, cvec, (char *)sp, EF_SECTOR);
341 decay = roundavg(((decay_per_etu + 6.0) * fallout_spread) *
342 (double)etus * (double)cvec[C_FALLOUT]);
345 if (decay || cvec[C_FALLOUT])
346 wu(0,0,"Fallout decay in %d,%d is %d from %d\n", sp->sct_x, sp->sct_y, decay, cvec[C_FALLOUT]);
349 cvec[C_FALLOUT] = (decay < cvec[C_FALLOUT]) ? (cvec[C_FALLOUT] - decay) : 0;
350 if (cvec[C_FALLOUT] < 0)
352 putvec(VT_COND, cvec, (s_char *)sp, EF_SECTOR);
355 #define SHOULD_PRODUCE(sp,t) (((sp->sct_type == t) || (t == -1)) ? 1 : 0)
358 * Produce only a set sector type for a specific nation
359 * (or all, if sector_type == -1)
363 produce_sect(int natnum, int etu, int *bp, long int (*p_sect)[2], int sector_type)
365 register struct sctstr *sp;
366 register struct natstr *np;
368 int work, cost, ecost, pcost, sctwork;
369 int n, desig, maxpop, neweff, amount;
371 for (n=0; NULL != (sp = getsectid(n)); n++) {
372 if (sp->sct_type == SCT_WATER)
374 if (sp->sct_own != natnum)
376 if (sp->sct_updated != 0)
378 if (!SHOULD_PRODUCE(sp,sector_type))
381 if ((sp->sct_type == SCT_CAPIT) && (sp->sct_effic > 60)) {
382 p_sect[SCT_CAPIT][0]++;
383 p_sect[SCT_CAPIT][1] += etu;
386 if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
388 /* If everybody is dead, the sector reverts to unowned.
389 * This is also checked at the end of the production in
390 * they all starved or were plagued off.
392 if (vec[I_CIVIL] == 0 && vec[I_MILIT] == 0 &&
393 !has_units(sp->sct_x,sp->sct_y,sp->sct_own,0)) {
394 makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
403 np = getnatp(natnum);
405 /* do_feed trys to supply. So, we need to enable cacheing
407 bp_enable_cachepath();
409 sctwork = do_feed(sp, np, vec, &work, bp, etu);
411 bp_disable_cachepath();
412 bp_clear_cachepath();
414 if (sp->sct_off || np->nat_money < 0) {
415 if (!player->simulation) {
416 putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
421 if ((np->nat_priorities[sp->sct_type] == 0) &&
422 (sp->sct_type == sp->sct_newtype) &&
423 ((pchr[dchr[sp->sct_type].d_prd].p_cost != 0) ||
424 (sp->sct_type == SCT_ENLIST))){
425 if (!player->simulation) {
426 putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
427 logerror("Skipping %s production for country %s\n",
428 dchr[sp->sct_type].d_name,np->nat_cnam);
433 neweff = sp->sct_effic;
435 pcost = cost = ecost = 0;
437 desig = sp->sct_type;
439 if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
441 neweff = upd_buildeff(np, sp, &work, vec, etu, &desig, sctwork, &cost);
442 pt_bg_nmbr(bp, sp, I_LCM, vec[I_LCM]);
443 pt_bg_nmbr(bp, sp, I_HCM, vec[I_HCM]);
444 p_sect[SCT_EFFIC][0]++;
445 p_sect[SCT_EFFIC][1] += cost;
446 if (!player->simulation) {
447 np->nat_money -= cost;
448 /* No longer tear down infrastructure
449 if (sp->sct_type != desig) {
452 } else if (neweff < sp->sct_effic) {
453 sp->sct_road -= (sp->sct_road * (sp->sct_effic - neweff) / 100.0);
454 sp->sct_defense -= (sp->sct_defense * (sp->sct_effic - neweff) / 100.0);
455 if (sp->sct_road < 0)
457 if (sp->sct_defense < 0)
461 sp->sct_type = desig;
462 sp->sct_effic = neweff;
463 if (!opt_DEFENSE_INFRA)
464 sp->sct_defense = sp->sct_effic;
468 if ((np->nat_priorities[desig] == 0) &&
469 ((pchr[dchr[desig].d_prd].p_cost != 0) ||
470 (desig == SCT_ENLIST))) {
471 if (!player->simulation) {
472 putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
473 logerror("Skipping %s production for country %s\n",
474 dchr[sp->sct_type].d_name,np->nat_cnam);
479 if (desig == SCT_ENLIST && neweff >= 60 &&
480 sp->sct_own == sp->sct_oldown) {
481 p_sect[desig][0] += enlist(vec, etu, &ecost);
482 p_sect[desig][1] += ecost;
483 if (!player->simulation)
484 np->nat_money -= ecost;
488 * now do the production (if sector effic >= 60%)
492 if (np->nat_money > 0 && dchr[desig].d_prd)
493 work -= produce(np, sp, vec, work, sctwork, desig, neweff, &pcost, &amount);
496 pt_bg_nmbr(bp, sp, I_MAX+1, work);
497 p_sect[desig][0] += amount;
498 p_sect[desig][1] += pcost;
499 if (!player->simulation) {
500 maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
501 if (vec[I_CIVIL] > maxpop)
502 vec[I_CIVIL] = maxpop;
503 if (vec[I_UW] > maxpop)
505 putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
506 sp->sct_avail = work;
507 np->nat_money -= pcost;