2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2005, 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:
55 * Increase sector efficiency if old type == new type.
56 * decrease sector efficiency if old type != new type.
57 * Return amount of work used.
60 upd_buildeff(struct natstr *np, struct sctstr *sp, int *workp,
61 short *vec, int etu, int *desig, int sctwork, int *cost)
64 int buildeff_work = *workp / 2;
65 int n, hcms, lcms, neweff;
66 u_char old_type = *desig;
69 neweff = sp->sct_effic;
71 if (*desig != sp->sct_newtype) {
73 * Tear down existing sector.
74 * Easier to destroy than to build.
76 work_cost = (sp->sct_effic + 3) / 4;
77 if (work_cost > buildeff_work)
78 work_cost = buildeff_work;
79 buildeff_work -= work_cost;
80 n = sp->sct_effic - work_cost * 4;
83 *desig = sp->sct_newtype;
87 if (!n && IS_BIG_CITY(old_type) &&
88 !IS_BIG_CITY(*desig)) {
89 int maxpop = max_population(np->nat_level[NAT_RLEV], *desig, n);
90 if (vec[I_CIVIL] > maxpop)
91 vec[I_CIVIL] = maxpop;
92 if (vec[I_UW] > maxpop)
94 *workp = (vec[I_CIVIL] * sctwork) / 100.0
95 + (vec[I_MILIT] * 2 / 5.0) + vec[I_UW];
96 *workp = roundavg((etu * (*workp)) / 100.0);
98 buildeff_work = min((int)(*workp / 2), buildeff_work);
101 if (np->nat_priorities[*desig]) {
102 if (*desig == sp->sct_newtype) {
103 work_cost = 100 - neweff;
104 if (work_cost > buildeff_work)
105 work_cost = buildeff_work;
107 if (dchr[*desig].d_lcms > 0) {
109 lcms /= dchr[*desig].d_lcms;
110 if (work_cost > lcms)
113 if (dchr[*desig].d_hcms > 0) {
115 hcms /= dchr[*desig].d_hcms;
116 if (work_cost > hcms)
121 *cost += work_cost * dchr[*desig].d_build;
122 buildeff_work -= work_cost;
124 if ((dchr[*desig].d_lcms > 0) || (dchr[*desig].d_hcms > 0)) {
125 vec[I_LCM] -= work_cost * dchr[*desig].d_lcms;
126 vec[I_HCM] -= work_cost * dchr[*desig].d_hcms;
130 *workp = (*workp + 1) / 2 + buildeff_work;
136 * enlistment sectors are special; they require military
137 * to convert civ into mil in large numbers.
138 * Conversion will happen much more slowly without
139 * some mil initially.
142 enlist(short *vec, int etu, int *cost)
147 /* Need to check treaties here */
149 maxmil = (vec[I_CIVIL] / 2) - vec[I_MILIT];
151 enlisted = (etu * (10 + vec[I_MILIT]) * 0.05);
152 if (enlisted > maxmil)
154 vec[I_CIVIL] -= enlisted;
155 vec[I_MILIT] += enlisted;
157 *cost = enlisted * 3;
161 /* Fallout is calculated here. */
164 meltitems(int etus, int fallout, int own, short *vec, int type, int x, int y,
170 for (n = I_NONE + 1; n <= I_MAX; n++) {
171 melt = roundavg(vec[n] * etus * (long)fallout
172 / (1000.0 * ichr[n].i_melt_denom));
175 if (melt > 5 && own) {
176 if (type == EF_SECTOR)
177 wu(0, own, "Lost %d %s to radiation in %s.\n",
178 melt, ichr[n].i_name,
180 else if (type == EF_LAND)
181 wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
182 uid, melt, ichr[n].i_name,
184 else if (type == EF_SHIP)
185 wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
186 uid, melt, ichr[n].i_name,
194 * Do fallout meltdown for sector SP.
195 * ETUS above 24 are treated as 24 to avoid *huge* kill offs in
199 do_fallout(struct sctstr *sp, int etus)
205 /* This check shouldn't be needed, but just in case. :) */
206 if (!sp->sct_fallout || !sp->sct_updated)
210 meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item, EF_SECTOR,
211 sp->sct_x, sp->sct_y, 0);
212 for (i = 0; NULL != (lp = getlandp(i)); i++) {
215 if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
217 meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item, EF_LAND,
218 lp->lnd_x, lp->lnd_y, lp->lnd_uid);
220 for (i = 0; NULL != (spp = getshipp(i)); i++) {
223 if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
225 if (mchr[(int)spp->shp_type].m_flags & M_SUB)
227 meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item, EF_SHIP,
228 spp->shp_x, spp->shp_y, spp->shp_uid);
233 spread_fallout(struct sctstr *sp, int etus)
241 for (n = DIR_FIRST; n <= DIR_LAST; n++) {
242 ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
243 if (ap->sct_type == SCT_SANCT)
245 inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
248 ap->sct_fallout = min(ap->sct_fallout + inc, FALLOUT_MAX);
253 decay_fallout(struct sctstr *sp, int etus)
259 decay = roundavg(((decay_per_etu + 6.0) * fallout_spread) *
260 (double)etus * (double)sp->sct_fallout);
262 sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
266 * Produce only a set sector type for a specific nation
267 * (or all, if sector_type == -1)
271 produce_sect(int natnum, int etu, int *bp, long int (*p_sect)[2],
276 short buf[I_MAX + 1];
278 int work, cost, ecost, pcost, sctwork;
279 int n, desig, maxpop, neweff, amount;
281 for (n = 0; NULL != (sp = getsectid(n)); n++) {
282 if (sp->sct_type == SCT_WATER)
284 if (sp->sct_own != natnum)
286 if (sp->sct_updated != 0)
288 if (sp->sct_type != sector_type && sector_type != -1)
291 if ((sp->sct_type == SCT_CAPIT) && (sp->sct_effic > 60)) {
292 p_sect[SCT_CAPIT][0]++;
293 p_sect[SCT_CAPIT][1] += etu;
296 if (player->simulation) {
297 /* work on a copy, which will be discarded */
298 memcpy(buf, sp->sct_item, sizeof(buf));
303 /* If everybody is dead, the sector reverts to unowned.
304 * This is also checked at the end of the production in
305 * they all starved or were plagued off.
307 if (vec[I_CIVIL] == 0 && vec[I_MILIT] == 0 &&
308 !has_units(sp->sct_x, sp->sct_y, sp->sct_own, 0)) {
309 makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
318 np = getnatp(natnum);
320 /* do_feed trys to supply. So, we need to enable cacheing
322 bp_enable_cachepath();
324 sctwork = do_feed(sp, np, vec, &work, bp, etu);
326 bp_disable_cachepath();
327 bp_clear_cachepath();
329 if (sp->sct_off || np->nat_money < 0) {
330 if (!player->simulation)
334 if ((np->nat_priorities[sp->sct_type] == 0) &&
335 (sp->sct_type == sp->sct_newtype) &&
336 ((pchr[dchr[sp->sct_type].d_prd].p_cost != 0) ||
337 (sp->sct_type == SCT_ENLIST))) {
338 if (!player->simulation) {
339 logerror("Skipping %s production for country %s\n",
340 dchr[sp->sct_type].d_name, np->nat_cnam);
345 neweff = sp->sct_effic;
347 pcost = cost = ecost = 0;
349 desig = sp->sct_type;
351 if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
353 neweff = upd_buildeff(np, sp, &work, vec, etu, &desig, sctwork,
355 pt_bg_nmbr(bp, sp, I_LCM, vec[I_LCM]);
356 pt_bg_nmbr(bp, sp, I_HCM, vec[I_HCM]);
357 p_sect[SCT_EFFIC][0]++;
358 p_sect[SCT_EFFIC][1] += cost;
359 if (!player->simulation) {
360 np->nat_money -= cost;
361 sp->sct_type = desig;
362 sp->sct_effic = neweff;
363 if (!opt_DEFENSE_INFRA)
364 sp->sct_defense = sp->sct_effic;
368 if ((np->nat_priorities[desig] == 0) &&
369 ((pchr[dchr[desig].d_prd].p_cost != 0) ||
370 (desig == SCT_ENLIST))) {
371 if (!player->simulation) {
372 logerror("Skipping %s production for country %s\n",
373 dchr[sp->sct_type].d_name, np->nat_cnam);
378 if (desig == SCT_ENLIST && neweff >= 60 &&
379 sp->sct_own == sp->sct_oldown) {
380 p_sect[desig][0] += enlist(vec, etu, &ecost);
381 p_sect[desig][1] += ecost;
382 if (!player->simulation)
383 np->nat_money -= ecost;
387 * now do the production (if sector effic >= 60%)
391 if (np->nat_money > 0 && dchr[desig].d_prd)
393 produce(np, sp, vec, work, desig, neweff, &pcost, &amount);
396 pt_bg_nmbr(bp, sp, I_MAX + 1, work);
397 p_sect[desig][0] += amount;
398 p_sect[desig][1] += pcost;
399 if (!player->simulation) {
400 maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
401 if (vec[I_CIVIL] > maxpop)
402 vec[I_CIVIL] = maxpop;
403 if (vec[I_UW] > maxpop)
405 sp->sct_avail = work;
406 np->nat_money -= pcost;