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 * sect.c: Do production for sectors
29 * Known contributors to this file:
32 * Markus Armbruster, 2004-2016
48 buildeff(struct sctstr *sp)
51 int avail = sp->sct_avail;
52 int buildeff_work = avail / 2;
53 int cost, n, hcms, lcms, neweff, desig;
56 neweff = sp->sct_effic;
58 if (sp->sct_type != sp->sct_newtype) {
60 * Tear down existing sector.
61 * Easier to destroy than to build.
63 work_cost = (sp->sct_effic + 3) / 4;
64 if (work_cost > buildeff_work)
65 work_cost = buildeff_work;
66 buildeff_work -= work_cost;
67 n = sp->sct_effic - work_cost * 4;
70 sp->sct_type = sp->sct_newtype;
77 if (desig == sp->sct_newtype) {
78 work_cost = 100 - neweff;
79 if (work_cost > buildeff_work)
80 work_cost = buildeff_work;
82 if (dchr[desig].d_lcms > 0) {
83 lcms = sp->sct_item[I_LCM];
84 lcms /= dchr[desig].d_lcms;
88 if (dchr[desig].d_hcms > 0) {
89 hcms = sp->sct_item[I_HCM];
90 hcms /= dchr[desig].d_hcms;
96 cost += work_cost * dchr[desig].d_build;
97 buildeff_work -= work_cost;
99 if ((dchr[desig].d_lcms > 0) || (dchr[desig].d_hcms > 0)) {
100 sp->sct_item[I_LCM] -= work_cost * dchr[desig].d_lcms;
101 sp->sct_item[I_HCM] -= work_cost * dchr[desig].d_hcms;
105 sp->sct_effic = neweff;
106 sp->sct_avail = (avail + 1) / 2 + buildeff_work;
111 * enlistment sectors are special; they require military
112 * to convert civ into mil in large numbers.
113 * Conversion will happen much more slowly without
114 * some mil initially.
117 enlist(short *vec, int etu, int *cost)
123 maxmil = vec[I_CIVIL] / 2 - vec[I_MILIT];
125 enlisted = etu * (10 + vec[I_MILIT]) * 0.05;
126 if (enlisted > maxmil)
128 vec[I_CIVIL] -= enlisted;
129 vec[I_MILIT] += enlisted;
131 *cost = enlisted * 3;
135 /* Fallout is calculated here. */
138 meltitems(int etus, int fallout, int own, short *vec,
139 int type, int x, int y, int uid)
144 for (n = I_NONE + 1; n <= I_MAX; n++) {
145 melt = roundavg(vec[n] * etus * (double)fallout
146 / (1000.0 * ichr[n].i_melt_denom));
149 if (melt > 5 && own) {
150 if (type == EF_SECTOR)
151 wu(0, own, "Lost %d %s to radiation in %s.\n",
152 melt, ichr[n].i_name,
154 else if (type == EF_LAND)
155 wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
156 uid, melt, ichr[n].i_name,
158 else if (type == EF_SHIP)
159 wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
160 uid, melt, ichr[n].i_name,
168 * Do fallout meltdown for sector @sp.
169 * @etus above 24 are treated as 24 to avoid *huge* kill offs in
173 do_fallout(struct sctstr *sp, int etus)
179 /* This check shouldn't be needed, but just in case. :) */
180 if (!sp->sct_fallout || !sp->sct_updated)
184 meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item,
185 EF_SECTOR, sp->sct_x, sp->sct_y, 0);
186 for (i = 0; NULL != (lp = getlandp(i)); i++) {
189 if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
191 meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item,
192 EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid);
194 for (i = 0; NULL != (spp = getshipp(i)); i++) {
197 if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
199 if (mchr[(int)spp->shp_type].m_flags & M_SUB)
201 meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item,
202 EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid);
207 spread_fallout(struct sctstr *sp, int etus)
215 for (n = DIR_FIRST; n <= DIR_LAST; n++) {
216 ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
217 if (ap->sct_type == SCT_SANCT)
219 inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
222 ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
227 decay_fallout(struct sctstr *sp, int etus)
233 decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
234 (double)etus * (double)sp->sct_fallout);
236 sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
240 * Produce for a specific nation
243 produce_sect(struct natstr *np, int etu, struct bp *bp, int p_sect[][2])
245 struct sctstr *sp, scratch_sect;
246 int work, cost, ecost, pcost;
249 for (n = 0; NULL != (sp = getsectid(n)); n++) {
250 if (sp->sct_type == SCT_WATER)
252 if (sp->sct_own != np->nat_cnum)
254 if (sp->sct_updated != 0)
258 * When running the test suite, reseed PRNG for each sector
259 * with its UID, to keep results stable even when the number
260 * of PRNs consumed changes.
262 if (running_test_suite)
263 seed_prng(sp->sct_uid);
265 if (player->simulation) {
266 /* work on a copy, which will be discarded */
271 /* If everybody is dead, the sector reverts to unowned.
272 * This is also checked at the end of the production in
273 * they all starved or were plagued off.
275 if (sp->sct_item[I_CIVIL] == 0 && sp->sct_item[I_MILIT] == 0 &&
276 !has_units(sp->sct_x, sp->sct_y, sp->sct_own)) {
277 if (!player->simulation) {
278 makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
287 work = do_feed(sp, np, etu, 0);
288 bp_put_items(bp, sp);
290 if (sp->sct_off || np->nat_money < 0)
293 sp->sct_avail = work;
295 pcost = cost = ecost = 0;
297 if (dchr[sp->sct_type].d_maint) {
298 cost = etu * dchr[sp->sct_type].d_maint;
299 p_sect[SCT_MAINT][0]++;
300 p_sect[SCT_MAINT][1] += cost;
301 if (!player->simulation)
302 np->nat_money -= cost;
305 if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
306 np->nat_money >= 0) {
308 bp_put_items(bp, sp);
309 p_sect[SCT_EFFIC][0]++;
310 p_sect[SCT_EFFIC][1] += cost;
311 if (!player->simulation)
312 np->nat_money -= cost;
315 if (sp->sct_type == SCT_ENLIST && sp->sct_effic >= 60 &&
316 sp->sct_own == sp->sct_oldown) {
317 p_sect[sp->sct_type][0] += enlist(sp->sct_item, etu, &ecost);
318 p_sect[sp->sct_type][1] += ecost;
319 if (!player->simulation)
320 np->nat_money -= ecost;
321 bp_put_items(bp, sp);
325 * now do the production (if sector effic >= 60%)
328 if (sp->sct_effic >= 60) {
329 if (np->nat_money >= 0 && dchr[sp->sct_type].d_prd >= 0)
330 amount = produce(np, sp, &pcost);
331 bp_put_items(bp, sp);
334 bp_put_avail(bp, sp, sp->sct_avail);
335 p_sect[sp->sct_type][0] += amount;
336 p_sect[sp->sct_type][1] += pcost;
337 if (!player->simulation)
338 np->nat_money -= pcost;