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 * Increase sector efficiency if old type == new type.
49 * decrease sector efficiency if old type != new type.
50 * Return amount of work used.
53 upd_buildeff(struct sctstr *sp, int *workp, int *desig, int *cost)
56 int buildeff_work = *workp / 2;
57 int n, hcms, lcms, neweff;
60 neweff = sp->sct_effic;
62 if (*desig != sp->sct_newtype) {
64 * Tear down existing sector.
65 * Easier to destroy than to build.
67 work_cost = (sp->sct_effic + 3) / 4;
68 if (work_cost > buildeff_work)
69 work_cost = buildeff_work;
70 buildeff_work -= work_cost;
71 n = sp->sct_effic - work_cost * 4;
74 *desig = sp->sct_newtype;
79 if (*desig == sp->sct_newtype) {
80 work_cost = 100 - neweff;
81 if (work_cost > buildeff_work)
82 work_cost = buildeff_work;
84 if (dchr[*desig].d_lcms > 0) {
85 lcms = sp->sct_item[I_LCM];
86 lcms /= dchr[*desig].d_lcms;
90 if (dchr[*desig].d_hcms > 0) {
91 hcms = sp->sct_item[I_HCM];
92 hcms /= dchr[*desig].d_hcms;
98 *cost += work_cost * dchr[*desig].d_build;
99 buildeff_work -= work_cost;
101 if ((dchr[*desig].d_lcms > 0) || (dchr[*desig].d_hcms > 0)) {
102 sp->sct_item[I_LCM] -= work_cost * dchr[*desig].d_lcms;
103 sp->sct_item[I_HCM] -= work_cost * dchr[*desig].d_hcms;
106 *workp = (*workp + 1) / 2 + buildeff_work;
112 * enlistment sectors are special; they require military
113 * to convert civ into mil in large numbers.
114 * Conversion will happen much more slowly without
115 * some mil initially.
118 enlist(short *vec, int etu, int *cost)
124 maxmil = vec[I_CIVIL] / 2 - vec[I_MILIT];
126 enlisted = etu * (10 + vec[I_MILIT]) * 0.05;
127 if (enlisted > maxmil)
129 vec[I_CIVIL] -= enlisted;
130 vec[I_MILIT] += enlisted;
132 *cost = enlisted * 3;
136 /* Fallout is calculated here. */
139 meltitems(int etus, int fallout, int own, short *vec,
140 int type, int x, int y, int uid)
145 for (n = I_NONE + 1; n <= I_MAX; n++) {
146 melt = roundavg(vec[n] * etus * (double)fallout
147 / (1000.0 * ichr[n].i_melt_denom));
150 if (melt > 5 && own) {
151 if (type == EF_SECTOR)
152 wu(0, own, "Lost %d %s to radiation in %s.\n",
153 melt, ichr[n].i_name,
155 else if (type == EF_LAND)
156 wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
157 uid, melt, ichr[n].i_name,
159 else if (type == EF_SHIP)
160 wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
161 uid, melt, ichr[n].i_name,
169 * Do fallout meltdown for sector @sp.
170 * @etus above 24 are treated as 24 to avoid *huge* kill offs in
174 do_fallout(struct sctstr *sp, int etus)
180 /* This check shouldn't be needed, but just in case. :) */
181 if (!sp->sct_fallout || !sp->sct_updated)
185 meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item,
186 EF_SECTOR, sp->sct_x, sp->sct_y, 0);
187 for (i = 0; NULL != (lp = getlandp(i)); i++) {
190 if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
192 meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item,
193 EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid);
195 for (i = 0; NULL != (spp = getshipp(i)); i++) {
198 if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
200 if (mchr[(int)spp->shp_type].m_flags & M_SUB)
202 meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item,
203 EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid);
208 spread_fallout(struct sctstr *sp, int etus)
216 for (n = DIR_FIRST; n <= DIR_LAST; n++) {
217 ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
218 if (ap->sct_type == SCT_SANCT)
220 inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
223 ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
228 decay_fallout(struct sctstr *sp, int etus)
234 decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
235 (double)etus * (double)sp->sct_fallout);
237 sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
241 * Produce for a specific nation
244 produce_sect(struct natstr *np, int etu, struct bp *bp, int p_sect[][2])
246 struct sctstr *sp, scratch_sect;
247 int work, cost, ecost, pcost;
248 int n, desig, amount;
250 for (n = 0; NULL != (sp = getsectid(n)); n++) {
251 if (sp->sct_type == SCT_WATER)
253 if (sp->sct_own != np->nat_cnum)
255 if (sp->sct_updated != 0)
259 * When running the test suite, reseed PRNG for each sector
260 * with its UID, to keep results stable even when the number
261 * of PRNs consumed changes.
263 if (running_test_suite)
264 seed_prng(sp->sct_uid);
266 if (player->simulation) {
267 /* work on a copy, which will be discarded */
272 /* If everybody is dead, the sector reverts to unowned.
273 * This is also checked at the end of the production in
274 * they all starved or were plagued off.
276 if (sp->sct_item[I_CIVIL] == 0 && sp->sct_item[I_MILIT] == 0 &&
277 !has_units(sp->sct_x, sp->sct_y, sp->sct_own)) {
278 if (!player->simulation) {
279 makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
288 work = do_feed(sp, np, etu);
289 bp_put_items(bp, sp);
291 if (sp->sct_off || np->nat_money < 0)
295 pcost = cost = ecost = 0;
297 desig = sp->sct_type;
299 if (dchr[desig].d_maint) {
300 cost = etu * dchr[desig].d_maint;
301 p_sect[SCT_MAINT][0]++;
302 p_sect[SCT_MAINT][1] += cost;
303 if (!player->simulation)
304 np->nat_money -= cost;
307 if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
308 np->nat_money >= 0) {
309 sp->sct_effic = upd_buildeff(sp, &work, &desig, &cost);
310 bp_put_items(bp, sp);
311 p_sect[SCT_EFFIC][0]++;
312 p_sect[SCT_EFFIC][1] += cost;
313 if (!player->simulation) {
314 np->nat_money -= cost;
315 sp->sct_type = desig;
319 if (desig == SCT_ENLIST && sp->sct_effic >= 60 &&
320 sp->sct_own == sp->sct_oldown) {
321 p_sect[desig][0] += enlist(sp->sct_item, etu, &ecost);
322 p_sect[desig][1] += ecost;
323 if (!player->simulation)
324 np->nat_money -= ecost;
325 bp_put_items(bp, sp);
329 * now do the production (if sector effic >= 60%)
332 if (sp->sct_effic >= 60) {
333 if (np->nat_money >= 0 && dchr[desig].d_prd >= 0)
334 work -= produce(np, sp, work, desig, sp->sct_effic,
336 bp_put_items(bp, sp);
339 sp->sct_avail = work;
340 bp_put_avail(bp, sp, work);
341 p_sect[desig][0] += amount;
342 p_sect[desig][1] += pcost;
343 if (!player->simulation)
344 np->nat_money -= pcost;