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"
59 dodeliver(struct sctstr *sp)
67 if (sp->sct_mobil <= 0)
69 plague = sp->sct_pstage;
70 for (i = 1; i <= I_MAX; i++) {
71 if (sp->sct_del[i] == 0)
73 thresh = sp->sct_del[i] & ~0x7;
74 dir = sp->sct_del[i] & 0x7;
75 n = deliver(sp, &ichr[i], dir, thresh, sp->sct_item[i], plague);
78 if (sp->sct_mobil <= 0)
85 * Increase sector efficiency if old type == new type.
86 * decrease sector efficiency if old type != new type.
87 * Return amount of work used.
90 upd_buildeff(struct natstr *np, register struct sctstr *sp, int *workp,
91 int *vec, int etu, int *desig, int sctwork, int *cost)
93 register int work_cost = 0;
94 int buildeff_work = (int)(*workp / 2);
95 int n, hcms, lcms, neweff;
96 u_char old_type = *desig;
99 neweff = sp->sct_effic;
101 if (*desig != sp->sct_newtype) {
103 * Tear down existing sector.
104 * Easier to destroy than to build.
106 work_cost = (sp->sct_effic + 3) / 4;
107 if (work_cost > buildeff_work)
108 work_cost = buildeff_work;
109 buildeff_work -= work_cost;
110 n = sp->sct_effic - work_cost * 4;
113 *desig = sp->sct_newtype;
118 if (!n && dchr[old_type].d_pkg == UPKG &&
119 dchr[*desig].d_pkg != UPKG) {
120 int maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
121 if (vec[I_CIVIL] > maxpop)
122 vec[I_CIVIL] = maxpop;
123 if (vec[I_UW] > maxpop)
125 *workp = (vec[I_CIVIL] * sctwork) / 100.0
126 + (vec[I_MILIT] * 2 / 5.0) + vec[I_UW];
127 *workp = roundavg((etu * (*workp)) / 100.0);
129 buildeff_work = min((int)(*workp / 2), buildeff_work);
133 if (np->nat_priorities[*desig]) {
134 if (*desig == sp->sct_newtype) {
135 work_cost = 100 - neweff;
136 if (work_cost > buildeff_work)
137 work_cost = buildeff_work;
139 if (dchr[*desig].d_lcms > 0) {
141 lcms /= dchr[*desig].d_lcms;
142 if (work_cost > lcms)
145 if (dchr[*desig].d_hcms > 0) {
147 hcms /= dchr[*desig].d_hcms;
148 if (work_cost > hcms)
153 *cost += work_cost * dchr[*desig].d_build;
154 buildeff_work -= work_cost;
156 if ((dchr[*desig].d_lcms > 0) || (dchr[*desig].d_hcms > 0)) {
157 vec[I_LCM] -= work_cost * dchr[*desig].d_lcms;
158 vec[I_HCM] -= work_cost * dchr[*desig].d_hcms;
162 *workp = *workp / 2 + buildeff_work;
168 * enlistment sectors are special; they require military
169 * to convert civ into mil in large numbers.
170 * Conversion will happen much more slowly without
171 * some mil initially.
174 enlist(register int *vec, int etu, int *cost)
179 /* Need to check treaties here */
181 maxmil = (vec[I_CIVIL] / 2) - vec[I_MILIT];
183 enlisted = (etu * (10 + vec[I_MILIT]) * 0.05);
184 if (enlisted > maxmil)
186 vec[I_CIVIL] -= enlisted;
187 vec[I_MILIT] += enlisted;
189 *cost = enlisted * 3;
193 /* Fallout is calculated here. */
196 meltitems(int etus, int fallout, int own, int *vec, int type, int x, int y,
202 for (n = 1; n <= I_MAX; n++) {
203 melt = roundavg(vec[n] * etus * (long)fallout /
204 (1000.0 * melt_item_denom[n]));
205 if (melt > 5 && own) {
206 if (type == EF_SECTOR)
207 wu(0, own, "Lost %d %s to radiation in %s.\n",
208 (melt < vec[n] ? melt : vec[n]), ichr[n].i_name,
210 else if (type == EF_LAND)
211 wu(0, own, "Unit #%d lost %d %s to radiation in %s.\n",
212 uid, (melt < vec[n] ? melt : vec[n]), ichr[n].i_name,
214 else if (type == EF_SHIP)
215 wu(0, own, "Ship #%d lost %d %s to radiation in %s.\n",
216 uid, (melt < vec[n] ? melt : vec[n]), ichr[n].i_name,
227 * do_fallout - calculate fallout for sectors.
229 * This is etu based. But, do limit HUGE kill offs in large ETU
230 * games, the melting etus rate is limited to 24 etus.
234 do_fallout(register struct sctstr *sp, register int etus)
242 getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
243 /* This check shouldn't be needed, but just in case. :) */
244 if (!sp->sct_fallout || !sp->sct_updated)
249 wu(0, 0, "Running fallout in %d,%d\n", sp->sct_x, sp->sct_y);
251 meltitems(etus, sp->sct_fallout, sp->sct_own, vec, EF_SECTOR,
252 sp->sct_x, sp->sct_y, 0);
253 putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
254 for (i = 0; NULL != (lp = getlandp(i)); i++) {
257 if (lp->lnd_x != sp->sct_x || lp->lnd_y != sp->sct_y)
259 getvec(VT_ITEM, tvec, (s_char *)lp, EF_LAND);
260 meltitems(etus, sp->sct_fallout, lp->lnd_own, tvec, EF_LAND,
261 lp->lnd_x, lp->lnd_y, lp->lnd_uid);
262 putvec(VT_ITEM, tvec, (s_char *)lp, EF_LAND);
264 for (i = 0; NULL != (spp = getshipp(i)); i++) {
267 if (spp->shp_x != sp->sct_x || spp->shp_y != sp->sct_y)
269 if (mchr[(int)spp->shp_type].m_flags & M_SUB)
271 getvec(VT_ITEM, tvec, (s_char *)spp, EF_SHIP);
272 meltitems(etus, sp->sct_fallout, spp->shp_own, tvec, EF_SHIP,
273 spp->shp_x, spp->shp_y, spp->shp_uid);
274 putvec(VT_ITEM, tvec, (s_char *)spp, EF_SHIP);
277 if ((sp->sct_fallout > 20) && chance(100))
279 #endif /* GODZILLA */
283 spread_fallout(struct sctstr *sp, int etus)
291 for (n = DIR_FIRST; n <= DIR_LAST; n++) {
292 ap = getsectp(sp->sct_x + diroff[n][0], sp->sct_y + diroff[n][1]);
293 if (ap->sct_type == SCT_SANCT)
295 inc = roundavg(etus * fallout_spread * (sp->sct_fallout)) - 1;
297 if (sp->sct_fallout) {
298 wu(0, 0, "Fallout from sector %d,%d to %d,%d is %d=%d*%e*%d\n",
299 sp->sct_x, sp->sct_y, sp->sct_x + diroff[n][0],
300 sp->sct_y + diroff[n][1], inc, etus,
301 fallout_spread, sp->sct_fallout);
306 ap->sct_fallout = min(ap->sct_fallout + inc, FALLOUT_MAX);
311 decay_fallout(struct sctstr *sp, int etus)
317 decay = roundavg(((decay_per_etu + 6.0) * fallout_spread) *
318 (double)etus * (double)sp->sct_fallout);
321 if (decay || sp->sct_fallout)
322 wu(0, 0, "Fallout decay in %d,%d is %d from %d\n", sp->sct_x,
323 sp->sct_y, decay, sp->sct_fallout);
326 sp->sct_fallout = decay < sp->sct_fallout ? sp->sct_fallout - decay : 0;
329 #define SHOULD_PRODUCE(sp,t) (((sp->sct_type == t) || (t == -1)) ? 1 : 0)
332 * Produce only a set sector type for a specific nation
333 * (or all, if sector_type == -1)
337 produce_sect(int natnum, int etu, int *bp, long int (*p_sect)[2],
340 register struct sctstr *sp;
341 register struct natstr *np;
343 int work, cost, ecost, pcost, sctwork;
344 int n, desig, maxpop, neweff, amount;
346 for (n = 0; NULL != (sp = getsectid(n)); n++) {
347 if (sp->sct_type == SCT_WATER)
349 if (sp->sct_own != natnum)
351 if (sp->sct_updated != 0)
353 if (!SHOULD_PRODUCE(sp, sector_type))
356 if ((sp->sct_type == SCT_CAPIT) && (sp->sct_effic > 60)) {
357 p_sect[SCT_CAPIT][0]++;
358 p_sect[SCT_CAPIT][1] += etu;
361 if (getvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR) <= 0)
363 /* If everybody is dead, the sector reverts to unowned.
364 * This is also checked at the end of the production in
365 * they all starved or were plagued off.
367 if (vec[I_CIVIL] == 0 && vec[I_MILIT] == 0 &&
368 !has_units(sp->sct_x, sp->sct_y, sp->sct_own, 0)) {
369 makelost(EF_SECTOR, sp->sct_own, 0, sp->sct_x, sp->sct_y);
378 np = getnatp(natnum);
380 /* do_feed trys to supply. So, we need to enable cacheing
382 bp_enable_cachepath();
384 sctwork = do_feed(sp, np, vec, &work, bp, etu);
386 bp_disable_cachepath();
387 bp_clear_cachepath();
389 if (sp->sct_off || np->nat_money < 0) {
390 if (!player->simulation) {
391 putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
396 if ((np->nat_priorities[sp->sct_type] == 0) &&
397 (sp->sct_type == sp->sct_newtype) &&
398 ((pchr[dchr[sp->sct_type].d_prd].p_cost != 0) ||
399 (sp->sct_type == SCT_ENLIST))) {
400 if (!player->simulation) {
401 putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
402 logerror("Skipping %s production for country %s\n",
403 dchr[sp->sct_type].d_name, np->nat_cnam);
408 neweff = sp->sct_effic;
410 pcost = cost = ecost = 0;
412 desig = sp->sct_type;
414 if ((sp->sct_effic < 100 || sp->sct_type != sp->sct_newtype) &&
417 upd_buildeff(np, sp, &work, vec, etu, &desig, sctwork,
419 pt_bg_nmbr(bp, sp, I_LCM, vec[I_LCM]);
420 pt_bg_nmbr(bp, sp, I_HCM, vec[I_HCM]);
421 p_sect[SCT_EFFIC][0]++;
422 p_sect[SCT_EFFIC][1] += cost;
423 if (!player->simulation) {
424 np->nat_money -= cost;
425 /* No longer tear down infrastructure
426 if (sp->sct_type != desig) {
429 } else if (neweff < sp->sct_effic) {
430 sp->sct_road -= (sp->sct_road * (sp->sct_effic - neweff) / 100.0);
431 sp->sct_defense -= (sp->sct_defense * (sp->sct_effic - neweff) / 100.0);
432 if (sp->sct_road < 0)
434 if (sp->sct_defense < 0)
438 sp->sct_type = desig;
439 sp->sct_effic = neweff;
440 if (!opt_DEFENSE_INFRA)
441 sp->sct_defense = sp->sct_effic;
445 if ((np->nat_priorities[desig] == 0) &&
446 ((pchr[dchr[desig].d_prd].p_cost != 0) ||
447 (desig == SCT_ENLIST))) {
448 if (!player->simulation) {
449 putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
450 logerror("Skipping %s production for country %s\n",
451 dchr[sp->sct_type].d_name, np->nat_cnam);
456 if (desig == SCT_ENLIST && neweff >= 60 &&
457 sp->sct_own == sp->sct_oldown) {
458 p_sect[desig][0] += enlist(vec, etu, &ecost);
459 p_sect[desig][1] += ecost;
460 if (!player->simulation)
461 np->nat_money -= ecost;
465 * now do the production (if sector effic >= 60%)
469 if (np->nat_money > 0 && dchr[desig].d_prd)
471 produce(np, sp, vec, work, desig, neweff, &pcost, &amount);
474 pt_bg_nmbr(bp, sp, I_MAX + 1, work);
475 p_sect[desig][0] += amount;
476 p_sect[desig][1] += pcost;
477 if (!player->simulation) {
478 maxpop = max_pop(np->nat_level[NAT_RLEV], sp);
479 if (vec[I_CIVIL] > maxpop)
480 vec[I_CIVIL] = maxpop;
481 if (vec[I_UW] > maxpop)
483 putvec(VT_ITEM, vec, (s_char *)sp, EF_SECTOR);
484 sp->sct_avail = work;
485 np->nat_money -= pcost;