2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2011, 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, 2006-2010
49 static void shiprepair(struct shpstr *, struct natstr *, struct bp *, int);
50 static void upd_ship(struct shpstr *, int, struct natstr *, struct bp *, int);
51 static int feed_ship(struct shpstr *, int);
54 prod_ship(int etus, int natnum, struct bp *bp, int build)
55 /* build = 1, maintain = 0 */
62 for (n = 0; NULL != (sp = getshipp(n)); n++) {
65 if (sp->shp_own != natnum)
67 if (sp->shp_effic < SHIP_MINEFF) {
68 makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
69 sp->shp_x, sp->shp_y);
74 np = getnatp(sp->shp_own);
75 start_money = np->nat_money;
76 upd_ship(sp, etus, np, bp, build);
77 if (build && !player->simulation) /* make sure to only autonav once */
78 nav_ship(sp); /* autonav the ship */
79 sea_money[sp->shp_own] += np->nat_money - start_money;
80 if (!build || np->nat_money != start_money)
82 if (player->simulation)
83 np->nat_money = start_money;
87 if (build && !player->simulation) /* make sure to only sail once */
94 upd_ship(struct shpstr *sp, int etus,
95 struct natstr *np, struct bp *bp, int build)
96 /* build = 1, maintain = 0 */
104 struct pchrstr *product;
105 unsigned char *resource;
112 mp = &mchr[(int)sp->shp_type];
114 if (!sp->shp_off && np->nat_money >= 0)
115 shiprepair(sp, np, bp, etus);
116 if (!player->simulation)
120 if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
122 cost = -(mult * etus * MIN(0.0, money_ship * mp->m_cost));
123 if (np->nat_money < cost && !player->simulation) {
124 if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
126 "%s lost to lack of maintenance\n", prship(sp));
127 makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
128 sp->shp_x, sp->shp_y);
133 "%s lost %d%% to lack of maintenance\n",
134 prship(sp), sp->shp_effic - eff);
137 np->nat_money -= cost;
140 if (!player->simulation) {
141 sectp = getsectp(sp->shp_x, sp->shp_y);
144 if (np->nat_money >= 0
145 && (mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
146 product = &pchr[dchr[SCT_OIL].d_prd];
147 oil_gained = roundavg(total_work(100, etus,
148 sp->shp_item[I_CIVIL],
149 sp->shp_item[I_MILIT],
152 * sp->shp_effic / 100.0
153 * sectp->sct_oil / 100.0
154 * prod_eff(SCT_OIL, sp->shp_tech));
155 max_oil = mp->m_item[I_OIL];
156 if (sp->shp_item[I_OIL] + oil_gained > max_oil)
157 oil_gained = max_oil - sp->shp_item[I_OIL];
158 if (product->p_nrdep != 0 && oil_gained > 0) {
159 resource = (unsigned char *)sectp + product->p_nrndx;
160 if (*resource * 100 < product->p_nrdep * oil_gained)
161 oil_gained = *resource * 100 / product->p_nrdep;
162 dep = roundavg(oil_gained * product->p_nrdep / 100.0);
163 if (CANT_HAPPEN(dep > *resource))
167 sp->shp_item[I_OIL] += oil_gained;
170 if (np->nat_money >= 0
171 && (mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
173 += roundavg(total_work(100, etus,
174 sp->shp_item[I_CIVIL],
175 sp->shp_item[I_MILIT],
178 * sp->shp_effic / 100.0
179 * sectp->sct_fertil / 100.0
180 * prod_eff(SCT_AGRI, sp->shp_tech));
183 if ((n = feed_ship(sp, etus)) > 0) {
184 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
186 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
188 max_food = mp->m_item[I_FOOD];
189 if (sp->shp_item[I_FOOD] > max_food)
190 sp->shp_item[I_FOOD] = max_food;
192 * do plague stuff. plague can't break out on ships,
193 * but it can still kill people.
195 pstage = sp->shp_pstage;
196 ptime = sp->shp_ptime;
197 if (pstage != PLG_HEALTHY) {
198 n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
202 "PLAGUE deaths reported on %s\n", prship(sp));
203 nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
206 wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
209 /* Are we still incubating? */
211 /* Yes. Will it turn "infectious" next time? */
213 /* Yes. Report an outbreak. */
215 "Outbreak of PLAGUE on %s!\n", prship(sp));
216 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
219 /* It has already moved on to "infectious" */
221 "%s battling PLAGUE\n", prship(sp));
225 /* Has the plague moved to "incubation" yet? */
227 /* Yes. Will it turn "infectious" next time? */
229 /* Yes. Report an outbreak. */
231 "Outbreak of PLAGUE on %s!\n", prship(sp));
232 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
240 sp->shp_pstage = pstage;
241 sp->shp_ptime = ptime;
243 pops[sp->shp_own] += sp->shp_item[I_CIVIL];
249 * idea is: a sector full of workers can fix up eight
250 * battleships +8 % eff each etu. This will cost around
251 * 8 * 8 * $40 = $2560!
254 shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
266 mp = &mchr[(int)ship->shp_type];
267 sp = getsectp(ship->shp_x, ship->shp_y);
270 && relations_with(sp->sct_own, ship->shp_own) < FRIENDLY)
273 /* only military can work on a military boat */
275 wf = etus * ship->shp_item[I_MILIT] / 2;
277 wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
279 if (sp->sct_type != SCT_HARBR) {
283 if (!player->simulation)
284 avail = wf + sp->sct_avail * 100;
286 avail = wf + bp_get_avail(bp, sp) * 100;
289 w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
291 if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
295 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
298 if (ship->shp_effic == 100) {
299 /* ship is ok; no repairs needed */
303 delta = roundavg((double)avail / w_p_eff);
306 if (delta > (int)((float)etus * ship_grow_scale))
307 delta = (int)((float)etus * ship_grow_scale);
308 if (delta > 100 - ship->shp_effic)
309 delta = 100 - ship->shp_effic;
311 memset(mvec, 0, sizeof(mvec));
312 mvec[I_LCM] = mp->m_lcm;
313 mvec[I_HCM] = mp->m_hcm;
314 build = get_materials(sp, bp, mvec, delta);
316 if (sp->sct_type != SCT_HARBR)
319 wf -= build * w_p_eff;
322 * I didn't use roundavg here, because I want to penalize
323 * the player with a large number of ships.
325 if (!player->simulation)
326 avail = (sp->sct_avail * 100 + wf) / 100;
328 avail = (bp_get_avail(bp, sp) * 100 + wf) / 100;
331 if (!player->simulation)
332 sp->sct_avail = avail;
334 bp_put_avail(bp, sp, avail);
336 if (sp->sct_type != SCT_HARBR)
337 if ((build + ship->shp_effic) > 80) {
338 build = 80 - ship->shp_effic;
343 np->nat_money -= mult * mp->m_cost * build / 100.0;
344 if (!player->simulation)
345 ship->shp_effic += (signed char)build;
349 * returns the number who starved, if any.
352 feed_ship(struct shpstr *sp, int etus)
362 needed = (int)ceil(food_needed(sp->shp_item, etus));
365 if (needed > sp->shp_item[I_FOOD]) {
366 /* take from embarked land units, but don't starve them */
367 snxtitem_cargo(&ni, EF_LAND, EF_SHIP, sp->shp_uid);
368 while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
369 give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
372 take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
373 sp->shp_item[I_FOOD] += take;
374 lp->lnd_item[I_FOOD] -= take;
378 return feed_people(sp->shp_item, etus);