2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2009, 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 files README, COPYING and CREDITS in the root of the source
23 * tree for related information and legal notices. It is expected
24 * that future projects/authors will amend these files as needed.
28 * ship.c: Do production for ships
30 * Known contributors to this file:
33 * Ron Koenderink, 2004
34 * Markus Armbruster, 2006-2009
50 static void shiprepair(struct shpstr *, struct natstr *, struct bp *, int);
51 static void upd_ship(struct shpstr *, int, struct natstr *, struct bp *, int);
52 static int feed_ship(struct shpstr *, int);
55 prod_ship(int etus, int natnum, struct bp *bp, int build)
56 /* build = 1, maintain = 0 */
63 for (n = 0; NULL != (sp = getshipp(n)); n++) {
66 if (sp->shp_own != natnum)
68 if (sp->shp_effic < SHIP_MINEFF) {
69 makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
70 sp->shp_x, sp->shp_y);
75 np = getnatp(sp->shp_own);
76 start_money = np->nat_money;
77 upd_ship(sp, etus, np, bp, build);
78 if (build && !player->simulation) /* make sure to only autonav once */
79 nav_ship(sp); /* autonav the ship */
80 sea_money[sp->shp_own] += np->nat_money - start_money;
81 if (!build || np->nat_money != start_money)
83 if (player->simulation)
84 np->nat_money = start_money;
86 bp_disable_cachepath();
90 if (build && !player->simulation) /* make sure to only sail once */
97 upd_ship(struct shpstr *sp, int etus,
98 struct natstr *np, struct bp *bp, int build)
99 /* build = 1, maintain = 0 */
101 struct sctstr *sectp;
107 struct pchrstr *product;
108 unsigned char *resource;
115 mp = &mchr[(int)sp->shp_type];
117 if (!sp->shp_off && np->nat_money >= 0)
118 shiprepair(sp, np, bp, etus);
119 if (!player->simulation)
123 if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
125 cost = -(mult * etus * MIN(0.0, money_ship * mp->m_cost));
126 if (np->nat_money < cost && !player->simulation) {
127 if ((eff = sp->shp_effic - etus / 5) < SHIP_MINEFF) {
129 "%s lost to lack of maintenance\n", prship(sp));
130 makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
131 sp->shp_x, sp->shp_y);
136 "%s lost %d%% to lack of maintenance\n",
137 prship(sp), sp->shp_effic - eff);
140 np->nat_money -= cost;
143 if (!player->simulation) {
144 sectp = getsectp(sp->shp_x, sp->shp_y);
147 if (np->nat_money >= 0
148 && (mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
149 product = &pchr[dchr[SCT_OIL].d_prd];
150 oil_gained = roundavg(total_work(100, etus,
151 sp->shp_item[I_CIVIL],
152 sp->shp_item[I_MILIT],
155 * sp->shp_effic / 100.0
156 * sectp->sct_oil / 100.0
157 * prod_eff(SCT_OIL, sp->shp_tech));
158 max_oil = mp->m_item[I_OIL];
159 if (sp->shp_item[I_OIL] + oil_gained > max_oil)
160 oil_gained = max_oil - sp->shp_item[I_OIL];
161 if (product->p_nrdep != 0 && oil_gained > 0) {
162 resource = (unsigned char *)sectp + product->p_nrndx;
163 if (*resource * 100 < product->p_nrdep * oil_gained)
164 oil_gained = *resource * 100 / product->p_nrdep;
165 dep = roundavg(oil_gained * product->p_nrdep / 100.0);
166 if (CANT_HAPPEN(dep > *resource))
170 sp->shp_item[I_OIL] += oil_gained;
173 if (np->nat_money >= 0
174 && (mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
176 += roundavg(total_work(100, etus,
177 sp->shp_item[I_CIVIL],
178 sp->shp_item[I_MILIT],
181 * sp->shp_effic / 100.0
182 * sectp->sct_fertil / 100.0
183 * prod_eff(SCT_AGRI, sp->shp_tech));
186 if ((n = feed_ship(sp, etus)) > 0) {
187 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
189 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
191 max_food = mp->m_item[I_FOOD];
192 if (sp->shp_item[I_FOOD] > max_food)
193 sp->shp_item[I_FOOD] = max_food;
195 * do plague stuff. plague can't break out on ships,
196 * but it can still kill people.
198 pstage = sp->shp_pstage;
199 ptime = sp->shp_ptime;
200 if (pstage != PLG_HEALTHY) {
201 n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
205 "PLAGUE deaths reported on %s\n", prship(sp));
206 nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
209 wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
212 /* Are we still incubating? */
214 /* Yes. Will it turn "infectious" next time? */
216 /* Yes. Report an outbreak. */
218 "Outbreak of PLAGUE on %s!\n", prship(sp));
219 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
222 /* It has already moved on to "infectious" */
224 "%s battling PLAGUE\n", prship(sp));
228 /* Has the plague moved to "incubation" yet? */
230 /* Yes. Will it turn "infectious" next time? */
232 /* Yes. Report an outbreak. */
234 "Outbreak of PLAGUE on %s!\n", prship(sp));
235 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
243 sp->shp_pstage = pstage;
244 sp->shp_ptime = ptime;
246 pops[sp->shp_own] += sp->shp_item[I_CIVIL];
252 * idea is: a sector full of workers can fix up eight
253 * battleships +8 % eff each etu. This will cost around
254 * 8 * 8 * $40 = $2560!
257 shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
270 mp = &mchr[(int)ship->shp_type];
271 sp = getsectp(ship->shp_x, ship->shp_y);
273 if ((sp->sct_own != ship->shp_own) && (sp->sct_own != 0)) {
274 rel = getrel(getnatp(sp->sct_own), ship->shp_own);
281 /* only military can work on a military boat */
283 wf = etus * ship->shp_item[I_MILIT] / 2;
285 wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
287 if (sp->sct_type != SCT_HARBR) {
291 if (!player->simulation)
292 avail = wf + sp->sct_avail * 100;
294 avail = wf + bp_get_avail(bp, sp) * 100;
297 w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
299 if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
303 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
306 if (ship->shp_effic == 100) {
307 /* ship is ok; no repairs needed */
311 delta = roundavg((double)avail / w_p_eff);
314 if (delta > (int)((float)etus * ship_grow_scale))
315 delta = (int)((float)etus * ship_grow_scale);
316 if (delta > 100 - ship->shp_effic)
317 delta = 100 - ship->shp_effic;
319 memset(mvec, 0, sizeof(mvec));
320 mvec[I_LCM] = mp->m_lcm;
321 mvec[I_HCM] = mp->m_hcm;
322 build = get_materials(sp, bp, mvec, delta);
324 if (sp->sct_type != SCT_HARBR)
327 wf -= build * w_p_eff;
330 * I didn't use roundavg here, because I want to penalize
331 * the player with a large number of ships.
333 if (!player->simulation)
334 avail = (sp->sct_avail * 100 + wf) / 100;
336 avail = (bp_get_avail(bp, sp) * 100 + wf) / 100;
339 if (!player->simulation)
340 sp->sct_avail = avail;
342 bp_put_avail(bp, sp, avail);
344 if (sp->sct_type != SCT_HARBR)
345 if ((build + ship->shp_effic) > 80) {
346 build = 80 - ship->shp_effic;
351 np->nat_money -= mult * mp->m_cost * build / 100.0;
352 if (!player->simulation)
353 ship->shp_effic += (signed char)build;
357 * returns the number who starved, if any.
360 feed_ship(struct shpstr *sp, int etus)
370 needed = (int)ceil(food_needed(sp->shp_item, etus));
373 if (needed > sp->shp_item[I_FOOD]) {
374 /* take from embarked land units, but don't starve them */
375 snxtitem_cargo(&ni, EF_LAND, EF_SHIP, sp->shp_uid);
376 while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
377 give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
380 take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
381 sp->shp_item[I_FOOD] += take;
382 lp->lnd_item[I_FOOD] -= take;
386 return feed_people(sp->shp_item, etus);