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 * ship.c: Do production for ships
29 * Known contributors to this file:
32 * Ron Koenderink, 2004
33 * Markus Armbruster, 2006-2016
49 #include "prototypes.h"
53 static void shiprepair(struct shpstr *, struct natstr *, struct bp *, int);
54 static void upd_ship(struct shpstr *, int, struct natstr *, struct bp *, int);
55 static int feed_ship(struct shpstr *, int);
58 prod_ship(int etus, int natnum, struct bp *bp, int build)
59 /* build = 1, maintain = 0 */
66 for (n = 0; NULL != (sp = getshipp(n)); n++) {
69 if (sp->shp_own != natnum)
71 if (sp->shp_effic < SHIP_MINEFF) {
72 makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
73 sp->shp_x, sp->shp_y);
78 np = getnatp(sp->shp_own);
79 start_money = np->nat_money;
80 upd_ship(sp, etus, np, bp, build);
81 sea_money[sp->shp_own] += np->nat_money - start_money;
82 if (!build || np->nat_money != start_money)
84 if (player->simulation)
85 np->nat_money = start_money;
92 upd_ship(struct shpstr *sp, int etus,
93 struct natstr *np, struct bp *bp, int build)
94 /* build = 1, maintain = 0 */
102 struct pchrstr *product;
103 unsigned char *resource;
105 int n, mult, cost, eff_lost;
107 mp = &mchr[(int)sp->shp_type];
109 if (!sp->shp_off && np->nat_money >= 0)
110 shiprepair(sp, np, bp, etus);
111 if (!player->simulation)
115 if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
117 cost = -(mult * etus * MIN(0.0, money_ship * mp->m_cost));
118 if (np->nat_money < cost && !player->simulation) {
120 if (sp->shp_effic - eff_lost < SHIP_MINEFF)
121 eff_lost = sp->shp_effic - SHIP_MINEFF;
123 wu(0, sp->shp_own, "%s lost %d%% to lack of maintenance\n",
124 prship(sp), eff_lost);
125 sp->shp_effic -= eff_lost;
128 np->nat_money -= cost;
131 if (!player->simulation) {
132 sectp = getsectp(sp->shp_x, sp->shp_y);
135 if (np->nat_money >= 0
136 && (mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
137 product = &pchr[dchr[SCT_OIL].d_prd];
138 oil_gained = roundavg(total_work(100, etus,
139 sp->shp_item[I_CIVIL],
140 sp->shp_item[I_MILIT],
143 * sp->shp_effic / 100.0
144 * sectp->sct_oil / 100.0
145 * prod_eff(SCT_OIL, sp->shp_tech));
146 max_oil = mp->m_item[I_OIL];
147 if (sp->shp_item[I_OIL] + oil_gained > max_oil)
148 oil_gained = max_oil - sp->shp_item[I_OIL];
149 if (product->p_nrdep != 0 && oil_gained > 0) {
150 resource = (unsigned char *)sectp + product->p_nrndx;
151 if (*resource * 100 < product->p_nrdep * oil_gained)
152 oil_gained = *resource * 100 / product->p_nrdep;
153 dep = roundavg(oil_gained * product->p_nrdep / 100.0);
154 if (CANT_HAPPEN(dep > *resource))
158 sp->shp_item[I_OIL] += oil_gained;
161 if (np->nat_money >= 0
162 && (mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
164 += roundavg(total_work(100, etus,
165 sp->shp_item[I_CIVIL],
166 sp->shp_item[I_MILIT],
169 * sp->shp_effic / 100.0
170 * sectp->sct_fertil / 100.0
171 * prod_eff(SCT_AGRI, sp->shp_tech));
174 if ((n = feed_ship(sp, etus)) > 0) {
175 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
177 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
179 max_food = mp->m_item[I_FOOD];
180 if (sp->shp_item[I_FOOD] > max_food)
181 sp->shp_item[I_FOOD] = max_food;
183 * do plague stuff. plague can't break out on ships,
184 * but it can still kill people.
186 pstage = sp->shp_pstage;
187 ptime = sp->shp_ptime;
188 if (pstage != PLG_HEALTHY) {
189 n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
193 "PLAGUE deaths reported on %s\n", prship(sp));
194 nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
197 wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
200 /* Are we still incubating? */
202 /* Yes. Will it turn "infectious" next time? */
204 /* Yes. Report an outbreak. */
206 "Outbreak of PLAGUE on %s!\n", prship(sp));
207 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
210 /* It has already moved on to "infectious" */
212 "%s battling PLAGUE\n", prship(sp));
216 /* Has the plague moved to "incubation" yet? */
218 /* Yes. Will it turn "infectious" next time? */
220 /* Yes. Report an outbreak. */
222 "Outbreak of PLAGUE on %s!\n", prship(sp));
223 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
231 sp->shp_pstage = pstage;
232 sp->shp_ptime = ptime;
234 pops[sp->shp_own] += sp->shp_item[I_CIVIL];
240 * idea is: a sector full of workers can fix up eight
241 * battleships +8 % eff each etu. This will cost around
242 * 8 * 8 * $40 = $2560!
245 shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
247 struct mchrstr *mp = &mchr[(int)ship->shp_type];
249 struct sctstr *sp, scratch_sect;
255 if (ship->shp_effic == 100)
258 sp = getsectp(ship->shp_x, ship->shp_y);
263 && relations_with(sp->sct_own, ship->shp_own) < FRIENDLY)
266 if (player->simulation) {
268 bp_to_sect(bp, &scratch_sect);
273 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
276 /* only military can work on a military boat */
278 wf = etus * ship->shp_item[I_MILIT] / 2;
280 wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
282 if (sp->sct_type != SCT_HARBR) {
286 avail = wf + sp->sct_avail * 100;
288 delta = avail / mp->m_bwork;
291 if (delta > (int)((float)etus * ship_grow_scale))
292 delta = (int)((float)etus * ship_grow_scale);
293 if (delta > 100 - ship->shp_effic)
294 delta = 100 - ship->shp_effic;
296 build = get_materials(sp, mp->m_mat, delta);
298 if (sp->sct_type != SCT_HARBR)
301 wf -= build * mp->m_bwork;
303 avail = roundavg((sp->sct_avail * 100 + wf) / 100.0);
306 sp->sct_avail = avail;
308 if (sp->sct_type != SCT_HARBR)
309 if ((build + ship->shp_effic) > 80) {
310 build = 80 - ship->shp_effic;
315 bp_set_from_sect(bp, sp);
316 np->nat_money -= roundavg(mult * mp->m_cost * build / 100.0);
317 if (!player->simulation)
318 ship->shp_effic += (signed char)build;
322 * returns the number who starved, if any.
325 feed_ship(struct shpstr *sp, int etus)
335 needed = (int)ceil(food_needed(sp->shp_item, etus));
338 if (needed > sp->shp_item[I_FOOD]) {
339 /* take from embarked land units, but don't starve them */
340 snxtitem_cargo(&ni, EF_LAND, EF_SHIP, sp->shp_uid);
341 while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
342 give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
345 take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
346 sp->shp_item[I_FOOD] += take;
347 lp->lnd_item[I_FOOD] -= take;
351 return feed_people(sp->shp_item, etus);