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 * ship.c: Do production for ships
30 * Known contributors to this file:
56 #define MIN(x,y) ((x) > (y) ? (y) : (x))
60 prod_ship(int etus, int natnum, int *bp, int build)
61 /* build = 1, maintain = 0 */
63 register struct shpstr *sp;
66 extern long sea_money[MAXNOC];
68 int lastx = 9999, lasty = 9999;
70 bp_enable_cachepath();
71 for (n=0; NULL != (sp = getshipp(n)); n++) {
74 if (sp->shp_own != natnum)
76 np = getnatp(sp->shp_own);
77 start_money = np->nat_money;
78 if (lastx == 9999 || lasty == 9999) {
82 if (lastx != sp->shp_x || lasty != sp->shp_y) {
84 bp_disable_cachepath();
86 bp_enable_cachepath();
88 upd_ship(sp, n, etus, np, bp, build);
89 if (build && !player->simulation) /* make sure to only autonav once */
90 nav_ship(sp); /* autonav the ship */
91 sea_money[sp->shp_own] += np->nat_money - start_money;
92 if ((build && (np->nat_money != start_money)) || (!build))
94 if (player->simulation)
95 np->nat_money = start_money;
97 bp_disable_cachepath();
101 if (build && !player->simulation) /* make sure to only sail once */
108 upd_ship(register struct shpstr *sp, int shipno, register int etus, struct natstr *np, int *bp, int build)
109 /* build = 1, maintain = 0 */
112 struct sctstr *sectp;
119 struct pchrstr *product;
123 extern double money_ship;
128 mp = &mchr[(int)sp->shp_type];
129 getvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
131 if (np->nat_priorities[PRI_SBUILD] == 0 ||
134 if (sp->shp_effic < SHIP_MINEFF ||
135 !shiprepair(sp, vec, np, bp, etus)) {
136 makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x, sp->shp_y);
142 if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
144 cost = -(mult * etus * dmin(0.0, money_ship * mp->m_cost));
145 if ((np->nat_priorities[PRI_SMAINT] == 0 ||
146 np->nat_money < cost) && !player->simulation){
147 if ((eff = sp->shp_effic - etus/5) < SHIP_MINEFF) {
149 "%s lost to lack of maintenance\n",
151 makelost(EF_SHIP, sp->shp_own, sp->shp_uid, sp->shp_x, sp->shp_y);
156 "%s lost %d%% to lack of maintenance\n",
157 prship(sp), sp->shp_effic - eff);
160 np->nat_money -= cost;
163 sectp = getsectp(sp->shp_x, sp->shp_y);
164 if (((mp->m_flags & M_OIL) && (sectp->sct_type == SCT_WATER))
165 && !player->simulation){
167 * take care of oil production
169 oil_gained = roundavg((vec[I_CIVIL] * etus / 10000.0)
171 vec[I_OIL] += oil_gained;
172 max_oil = vl_find(V_OIL,mp->m_vtype,mp->m_vamt,mp->m_nv);
173 if (vec[I_OIL] > max_oil)
174 vec[I_OIL] = max_oil;
175 product = &pchr[P_OIL];
176 if (product->p_nrdep != 0 && oil_gained > 0) {
177 resource = ((s_char *)sectp) + product->p_nrndx;
178 *resource -= roundavg(oil_gained *
179 product->p_nrdep / 100.0);
181 } else if (((mp->m_flags&M_FOOD)&&(sectp->sct_type==SCT_WATER)) && !player->simulation){
182 sectp = getsectp(sp->shp_x, sp->shp_y);
183 vec[I_FOOD] += ((vec[I_CIVIL] * etus) / 1000.0)
186 /* Military costs are now part of regular military costs, not ship costs */
187 /* np->nat_money += (int) (etus * vec[I_MILIT] * money_mil);*/
188 if (!player->simulation){
189 if ((n = feed_ship(sp,vec,etus, &needed, 1)) > 0) {
190 wu(0, sp->shp_own, "%d starved on %s\n",
193 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
195 max_food = vl_find(V_FOOD, mp->m_vtype, mp->m_vamt, mp->m_nv);
196 if (vec[I_FOOD] > max_food)
197 vec[I_FOOD] = max_food;
199 * do plague stuff. plague can't break out on ships,
200 * but it can still kill people.
202 getvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
203 if (cvec[C_PSTAGE] > 0) {
204 n = plague_people(np, vec, cvec, etus);
208 "PLAGUE deaths reported on %s\n",
210 nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
213 wu(0, sp->shp_own, "%s battling PLAGUE\n",
217 /* Are we still incubating? */
218 if (n == cvec[C_PSTAGE]) {
219 /* Yes. Will it turn "infectious" next time? */
220 if (cvec[C_PTIME] <= etus) {
221 /* Yes. Report an outbreak. */
223 "Outbreak of PLAGUE on %s!\n",
225 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
228 /* It has already moved on to "infectious" */
230 "%s battling PLAGUE\n", prship(sp));
234 /* Has the plague moved to "incubation" yet? */
235 if (n != cvec[C_PSTAGE]) {
236 /* Yes. Will it turn "infectious" next time? */
237 if (cvec[C_PTIME] <= etus) {
238 /* Yes. Report an outbreak. */
240 "Outbreak of PLAGUE on %s!\n",
242 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
250 putvec(VT_COND, cvec, (s_char *)sp, EF_SHIP);
252 putvec(VT_ITEM, vec, (s_char *)sp, EF_SHIP);
253 pops[sp->shp_own] += vec[I_CIVIL];
259 * idea is: a sector full of workers can fix up eight
260 * battleships +8 % eff each etu. This will cost around
261 * 8 * 8 * $40 = $2560!
264 shiprepair(register struct shpstr *ship, int *vec, struct natstr *np, int *bp, int etus)
266 extern int ship_grow_scale;
272 int lcm_needed, hcm_needed;
281 mp = &mchr[(int)ship->shp_type];
282 sp = getsectp(ship->shp_x, ship->shp_y);
284 if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
285 rel=getrel(getnatp(sp->sct_own),ship->shp_own);
292 /* only military can work on a military boat */
293 if (ship->shp_glim > 0)
294 wf = etus * vec[I_MILIT]/2;
296 wf = etus * (vec[I_CIVIL]/2 + vec[I_MILIT]/5);
298 if (sp->sct_type != SCT_HARBR){
302 if (!player->simulation)
303 avail = wf + sp->sct_avail * 100;
305 avail = wf + gt_bg_nmbr(bp, sp, I_MAX+1) * 100;
308 w_p_eff = 20 + (mp->m_lcm + 2 * mp->m_hcm);
310 if (sp->sct_type != SCT_HARBR){
313 if (ship->shp_glim > 0){
314 abs_max = vl_find(V_MILIT, mp->m_vtype,
315 mp->m_vamt, (int) mp->m_nv);
318 abs_max = vl_find(V_CIVIL, mp->m_vtype,
319 mp->m_vamt, (int) mp->m_nv);
322 abs_max = vl_find(V_MILIT, mp->m_vtype, mp->m_vamt,
329 logerror("Abs max of 0 for ship %d\n",ship->shp_uid);
332 avail -= (etus * (100-((amt*100)/abs_max)))/7;
333 /* think of it as entropy in action */
337 if (!player->simulation) {
338 if (opt_SHIP_DECAY) {
339 ship->shp_effic += avail/w_p_eff;
345 if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
348 getvec(VT_ITEM, svec, (s_char *)sp, EF_SECTOR);
351 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
354 if (ship->shp_effic == 100) {
355 /* ship is ok; no repairs needed */
359 left = 100 - ship->shp_effic;
360 delta = roundavg((double)avail/w_p_eff);
363 if (delta > etus*ship_grow_scale)
364 delta = etus*ship_grow_scale;
368 /* delta is the max amount we can grow */
370 left = 100 - ship->shp_effic;
374 leftp = ((float)left/100.0);
375 bzero((s_char *)mvec, sizeof(mvec));
376 mvec[I_LCM] = lcm_needed = ldround((double)(mp->m_lcm * leftp),1);
377 mvec[I_HCM] = hcm_needed = ldround((double)(mp->m_hcm * leftp),1);
379 get_materials(sp, bp, mvec, 0);
381 if (mvec[I_LCM]>=lcm_needed)
384 buildp=((float)mvec[I_LCM]/(float)mp->m_lcm);
385 if (mvec[I_HCM] < hcm_needed)
386 buildp = MIN(buildp,((float)mvec[I_HCM]/(float)mp->m_hcm));
388 build=ldround((double)(buildp*100.0),1);
389 bzero((s_char *)mvec, sizeof(mvec));
390 mvec[I_LCM] = lcm_needed = roundavg((double)(mp->m_lcm * buildp));
391 mvec[I_HCM] = hcm_needed = roundavg((double)(mp->m_hcm * buildp));
393 get_materials(sp, bp, mvec, 1);
395 if (sp->sct_type != SCT_HARBR)
397 wf -= build * w_p_eff;
400 * I didn't use roundavg here, because I want to penalize
401 * the player with a large number of ships.
403 if (!player->simulation)
404 avail = (sp->sct_avail * 100 + wf) / 100;
406 avail = (gt_bg_nmbr(bp,sp,I_MAX+1) * 100 + wf) / 100;
409 if (!player->simulation)
410 sp->sct_avail = avail;
412 pt_bg_nmbr(bp, sp, I_MAX+1, avail);
414 if (sp->sct_type != SCT_HARBR)
415 if ((build+ship->shp_effic)>80){
416 build = 80 - ship->shp_effic;
421 np->nat_money -= mult * mp->m_cost * build / 100.0;
422 if (!player->simulation)
423 ship->shp_effic += (s_char)build;
428 * returns the number who starved, if any.
431 feed_ship(struct shpstr *sp, register int *vec, int etus, int *needed, int doit)
433 extern double eatrate;
434 double food_eaten, land_eaten;
440 int starved, lvec[I_MAX+1];
443 s_char *nxtitemp(struct nstr_item *np, int owner);
445 if (opt_NOFOOD) return 0; /* no food no work to do */
447 food_eaten = (etus * eatrate) * (vec[I_CIVIL]+vec[I_MILIT]+vec[I_UW]);
448 ifood_eaten = (int)food_eaten;
449 if ((food_eaten-ifood_eaten) > 0)
453 if (!player->simulation &&
454 food_eaten > vec[I_FOOD])
455 vec[I_FOOD] += supply_commod(sp->shp_own,sp->shp_x,sp->shp_y,
456 I_FOOD,(ifood_eaten-vec[I_FOOD]));
458 if (food_eaten > vec[I_FOOD]) {
459 /* doit - only steal food from land units during the update */
460 if (sp->shp_nland > 0 && doit) {
461 snxtitem_all(&ni,EF_LAND);
462 while((lp=(struct lndstr *)nxtitemp(&ni, 0)) &&
463 (food_eaten > vec[I_FOOD])){
464 if (lp->lnd_ship != sp->shp_uid)
466 need = ifood_eaten - vec[I_FOOD];
467 getvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
468 land_eaten = (etus * eatrate) *
469 (double)lnd_getmil(lp);
470 if (lvec[I_FOOD]-need > land_eaten){
472 lvec[I_FOOD] -= need;
473 }else if ((lvec[I_FOOD]-land_eaten) > 0){
474 vec[I_FOOD]+= (lvec[I_FOOD]-land_eaten);
475 lvec[I_FOOD]-=(lvec[I_FOOD]-land_eaten);
477 putvec(VT_ITEM, lvec, (s_char *)lp, EF_LAND);
482 if (food_eaten > vec[I_FOOD]){
483 *needed = food_eaten - vec[I_FOOD];
484 if (*needed < (food_eaten - vec[I_FOOD]))
486 if (opt_NEW_STARVE) {
487 can_eat = (vec[I_FOOD] / (etus * eatrate));
488 total_people = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
490 /* only want to starve off at most 1/2 the populace. */
491 if (can_eat < (total_people/2))
492 can_eat = total_people/2;
494 to_starve = total_people - can_eat;
495 while(to_starve && vec[I_UW]){
500 while(to_starve && vec[I_CIVIL]){
505 while(to_starve && vec[I_MILIT]){
513 else { /* ! opt_NEW_STARVE */
514 people_left = (vec[I_FOOD] + 0.01) / (food_eaten + 0.01);
515 starved = vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
516 /* only want to starve off at most 1/2 the populace. */
517 if (people_left < 0.5)
519 vec[I_CIVIL] = (int) (vec[I_CIVIL] * people_left);
520 vec[I_MILIT] = (int) (vec[I_MILIT] * people_left);
521 vec[I_UW] = (int) (vec[I_UW] * people_left);
522 starved -= vec[I_CIVIL] + vec[I_MILIT] + vec[I_UW];
526 vec[I_FOOD] -= (int)food_eaten;