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, short vec[], int *desig,
57 int buildeff_work = *workp / 2;
58 int n, hcms, lcms, neweff;
61 neweff = sp->sct_effic;
63 if (*desig != sp->sct_newtype) {
65 * Tear down existing sector.
66 * Easier to destroy than to build.
68 work_cost = (sp->sct_effic + 3) / 4;
69 if (work_cost > buildeff_work)
70 work_cost = buildeff_work;
71 buildeff_work -= work_cost;
72 n = sp->sct_effic - work_cost * 4;
75 *desig = sp->sct_newtype;
80 if (*desig == sp->sct_newtype) {
81 work_cost = 100 - neweff;
82 if (work_cost > buildeff_work)
83 work_cost = buildeff_work;
85 if (dchr[*desig].d_lcms > 0) {
87 lcms /= dchr[*desig].d_lcms;
91 if (dchr[*desig].d_hcms > 0) {
93 hcms /= dchr[*desig].d_hcms;
99 *cost += work_cost * dchr[*desig].d_build;
100 buildeff_work -= work_cost;
102 if ((dchr[*desig].d_lcms > 0) || (dchr[*desig].d_hcms > 0)) {
103 vec[I_LCM] -= work_cost * dchr[*desig].d_lcms;
104 vec[I_HCM] -= work_cost * dchr[*desig].d_hcms;
107 *workp = (*workp + 1) / 2 + buildeff_work;
113 * enlistment sectors are special; they require military
114 * to convert civ into mil in large numbers.
115 * Conversion will happen much more slowly without
116 * some mil initially.
119 enlist(short *vec, int etu, int *cost)
125 maxmil = vec[I_CIVIL] / 2 - vec[I_MILIT];
127 enlisted = etu * (10 + vec[I_MILIT]) * 0.05;
128 if (enlisted > maxmil)
130 vec[I_CIVIL] -= enlisted;
131 vec[I_MILIT] += enlisted;
133 *cost = enlisted * 3;
137 /* Fallout is calculated here. */
140 meltitems(int etus, int fallout, int own, short *vec,
141 int type, int x, int y, int uid)
146 for (n = I_NONE + 1; n <= I_MAX; n++) {
147 melt = roundavg(vec[n] * etus * (double)fallout
148 / (1000.0 * ichr[n].i_melt_denom));
151 if (melt > 5 && own) {
152 if (type == EF_SECTOR)
153 wu(0, own, "Lost %d %s to radiation in %s.\n",
154 melt, ichr[n].i_name,
156 else if (type == EF_LAND)
157 wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
158 uid, melt, ichr[n].i_name,
160 else if (type == EF_SHIP)
161 wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
162 uid, melt, ichr[n].i_name,
170 * Do fallout meltdown for sector @sp.
171 * @etus above 24 are treated as 24 to avoid *huge* kill offs in
175 do_fallout(struct sctstr *sp, int etus)
181 /* This check shouldn't be needed, but just in case. :) */
182 if (!sp->sct_fallout || !sp->sct_updated)
186 meltitems(etus, sp->sct_fallout, sp->sct_own, sp->sct_item,
187 EF_SECTOR, sp->sct_x, sp->sct_y, 0);
188 for (i = 0; NULL != (lp = getlandp(i)); i++) {
191 if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
193 meltitems(etus, sp->sct_fallout, lp->lnd_own, lp->lnd_item,
194 EF_LAND, lp->lnd_x, lp->lnd_y, lp->lnd_uid);
196 for (i = 0; NULL != (spp = getshipp(i)); i++) {
199 if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
201 if (mchr[(int)spp->shp_type].m_flags & M_SUB)
203 meltitems(etus, sp->sct_fallout, spp->shp_own, spp->shp_item,
204 EF_SHIP, spp->shp_x, spp->shp_y, spp->shp_uid);
209 spread_fallout(struct sctstr *sp, int etus)
217 for (n = DIR_FIRST; n <= DIR_LAST; n++) {
218 ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
219 if (ap->sct_type == SCT_SANCT)
221 inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
224 ap->sct_fallout = MIN(ap->sct_fallout + inc, FALLOUT_MAX);
229 decay_fallout(struct sctstr *sp, int etus)
235 decay = roundavg((decay_per_etu + 6.0) * fallout_spread *
236 (double)etus * (double)sp->sct_fallout);
238 sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
242 * Produce for a specific nation
245 produce_sect(int natnum, int etu, struct bp *bp, int p_sect[][2])
249 short buf[I_MAX + 1];
251 int work, cost, ecost, pcost;
252 int n, desig, neweff, amount;
254 for (n = 0; NULL != (sp = getsectid(n)); n++) {
255 if (sp->sct_type == SCT_WATER)
257 if (sp->sct_own != natnum)
259 if (sp->sct_updated != 0)
263 * When running the test suite, reseed PRNG for each sector
264 * with its UID, to keep results stable even when the number
265 * of PRNs consumed changes.
267 if (running_test_suite)
268 seed_prng(sp->sct_uid);
270 np = getnatp(natnum);
272 if (player->simulation) {
273 /* work on a copy, which will be discarded */
274 memcpy(buf, sp->sct_item, sizeof(buf));
279 /* If everybody is dead, the sector reverts to unowned.
280 * This is also checked at the end of the production in
281 * they all starved or were plagued off.
283 if (vec[I_CIVIL] == 0 && vec[I_MILIT] == 0 &&
284 !has_units(sp->sct_x, sp->sct_y, sp->sct_own)) {
285 if (!player->simulation) {
286 makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
296 do_feed(sp, np, vec, &work, etu);
297 bp_put_items(bp, sp, vec);
299 if (sp->sct_off || np->nat_money < 0)
302 neweff = sp->sct_effic;
304 pcost = cost = ecost = 0;
306 desig = sp->sct_type;
308 if (dchr[desig].d_maint) {
309 cost = etu * dchr[desig].d_maint;
310 p_sect[SCT_MAINT][0]++;
311 p_sect[SCT_MAINT][1] += cost;
312 if (!player->simulation)
313 np->nat_money -= cost;
316 if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
317 np->nat_money >= 0) {
318 neweff = upd_buildeff(sp, &work, vec, &desig, &cost);
319 bp_put_items(bp, sp, vec);
320 p_sect[SCT_EFFIC][0]++;
321 p_sect[SCT_EFFIC][1] += cost;
322 if (!player->simulation) {
323 np->nat_money -= cost;
324 sp->sct_type = desig;
325 sp->sct_effic = neweff;
329 if (desig == SCT_ENLIST && neweff >= 60 &&
330 sp->sct_own == sp->sct_oldown) {
331 p_sect[desig][0] += enlist(vec, etu, &ecost);
332 p_sect[desig][1] += ecost;
333 if (!player->simulation)
334 np->nat_money -= ecost;
335 bp_put_items(bp, sp, vec);
339 * now do the production (if sector effic >= 60%)
343 if (np->nat_money >= 0 && dchr[desig].d_prd >= 0)
344 work -= produce(np, sp, vec, work, desig, neweff,
346 bp_put_items(bp, sp, vec);
349 bp_put_avail(bp, sp, work);
350 p_sect[desig][0] += amount;
351 p_sect[desig][1] += pcost;
352 if (!player->simulation) {
353 sp->sct_avail = work;
354 np->nat_money -= pcost;