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 upd_ship(struct shpstr *, int, struct bp *, int);
54 static void shiprepair(struct shpstr *, struct natstr *, struct bp *,
55 int, struct budget *);
56 static void ship_produce(struct shpstr *, int, struct budget *);
57 static int feed_ship(struct shpstr *, int);
60 prod_ship(int etus, int natnum, struct bp *bp, int build)
61 /* build = 1, maintain = 0 */
66 for (i = 0; (sp = getshipp(i)); i++) {
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 upd_ship(sp, etus, bp, build);
83 upd_ship(struct shpstr *sp, int etus, struct bp *bp, int build)
84 /* build = 1, maintain = 0 */
86 struct budget *budget = &nat_budget[sp->shp_own];
87 struct mchrstr *mp = &mchr[sp->shp_type];
88 struct natstr *np = getnatp(sp->shp_own);
90 int n, mult, eff_lost;
94 if (!sp->shp_off && budget->money >= 0)
95 shiprepair(sp, np, bp, etus, budget);
96 ship_produce(sp, etus, budget);
97 if (!player->simulation)
100 budget->oldowned_civs += sp->shp_item[I_CIVIL];
102 if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
104 budget->bm[BUDG_SHP_MAINT].count++;
105 cost = mult * etus * -money_ship * mp->m_cost;
106 if (budget->money < cost && !player->simulation) {
108 if (sp->shp_effic - eff_lost < SHIP_MINEFF)
109 eff_lost = sp->shp_effic - SHIP_MINEFF;
111 wu(0, sp->shp_own, "%s lost %d%% to lack of maintenance\n",
112 prship(sp), eff_lost);
113 sp->shp_effic -= eff_lost;
116 budget->bm[BUDG_SHP_MAINT].money -= cost;
117 budget->money -= cost;
120 if (!player->simulation) {
122 if ((n = feed_ship(sp, etus)) > 0) {
123 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
125 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
128 * do plague stuff. plague can't break out on ships,
129 * but it can still kill people.
131 pstage = sp->shp_pstage;
132 ptime = sp->shp_ptime;
133 if (pstage != PLG_HEALTHY) {
134 n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
135 if (n != PLG_HEALTHY)
136 plague_report(sp->shp_own, n, pstage, ptime, etus,
138 sp->shp_pstage = pstage;
139 sp->shp_ptime = ptime;
146 * idea is: a sector full of workers can fix up eight
147 * battleships +8 % eff each etu. This will cost around
148 * 8 * 8 * $40 = $2560!
151 shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus,
152 struct budget *budget)
154 struct mchrstr *mp = &mchr[(int)ship->shp_type];
156 struct sctstr *sp, scratch_sect;
163 if (ship->shp_effic == 100)
166 sp = getsectp(ship->shp_x, ship->shp_y);
171 && relations_with(sp->sct_own, ship->shp_own) < FRIENDLY)
174 if (player->simulation) {
176 bp_to_sect(bp, &scratch_sect);
181 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
184 /* only military can work on a military boat */
186 wf = etus * ship->shp_item[I_MILIT] / 2;
188 wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
190 if (sp->sct_type != SCT_HARBR) {
194 avail = wf + sp->sct_avail * 100;
196 delta = avail / mp->m_bwork;
199 if (delta > (int)((float)etus * ship_grow_scale))
200 delta = (int)((float)etus * ship_grow_scale);
201 if (delta > 100 - ship->shp_effic)
202 delta = 100 - ship->shp_effic;
204 build = get_materials(sp, mp->m_mat, delta);
206 if (sp->sct_type != SCT_HARBR)
209 wf -= build * mp->m_bwork;
211 avail = roundavg((sp->sct_avail * 100 + wf) / 100.0);
214 sp->sct_avail = avail;
216 if (sp->sct_type != SCT_HARBR)
217 if ((build + ship->shp_effic) > 80) {
218 build = 80 - ship->shp_effic;
223 bp_set_from_sect(bp, sp);
224 cost = mult * mp->m_cost * build / 100.0;
225 budget->bm[BUDG_SHP_BUILD].count += !!build;
226 budget->bm[BUDG_SHP_BUILD].money -= cost;
227 budget->money -= cost;
228 if (!player->simulation)
229 ship->shp_effic += (signed char)build;
233 ship_produce(struct shpstr *sp, int etus, struct budget *budget)
235 struct mchrstr *mp = &mchr[sp->shp_type];
236 struct sctstr *sectp = getsectp(sp->shp_x, sp->shp_y);
240 struct pchrstr *product;
241 unsigned char *resource;
244 if (player->simulation)
248 if (!sp->shp_off && budget->money >= 0
249 && (mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
250 product = &pchr[dchr[SCT_OIL].d_prd];
251 oil_gained = roundavg(total_work(100, etus,
252 sp->shp_item[I_CIVIL],
253 sp->shp_item[I_MILIT],
256 * sp->shp_effic / 100.0
257 * sectp->sct_oil / 100.0
258 * prod_eff(SCT_OIL, sp->shp_tech));
259 max_oil = mp->m_item[I_OIL];
260 if (sp->shp_item[I_OIL] + oil_gained > max_oil)
261 oil_gained = max_oil - sp->shp_item[I_OIL];
262 if (product->p_nrdep != 0 && oil_gained > 0) {
263 resource = (unsigned char *)sectp + product->p_nrndx;
264 if (*resource * 100 < product->p_nrdep * oil_gained)
265 oil_gained = *resource * 100 / product->p_nrdep;
266 dep = roundavg(oil_gained * product->p_nrdep / 100.0);
267 if (CANT_HAPPEN(dep > *resource))
271 sp->shp_item[I_OIL] += oil_gained;
274 if (!sp->shp_off && budget->money >= 0
275 && (mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
277 += roundavg(total_work(100, etus,
278 sp->shp_item[I_CIVIL],
279 sp->shp_item[I_MILIT],
282 * sp->shp_effic / 100.0
283 * sectp->sct_fertil / 100.0
284 * prod_eff(SCT_AGRI, sp->shp_tech));
286 max_food = mp->m_item[I_FOOD];
287 if (sp->shp_item[I_FOOD] > max_food)
288 sp->shp_item[I_FOOD] = max_food;
292 * returns the number who starved, if any.
295 feed_ship(struct shpstr *sp, int etus)
305 needed = (int)ceil(food_needed(sp->shp_item, etus));
308 if (needed > sp->shp_item[I_FOOD]) {
309 /* take from embarked land units, but don't starve them */
310 snxtitem_cargo(&ni, EF_LAND, EF_SHIP, sp->shp_uid);
311 while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
312 give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
315 take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
316 sp->shp_item[I_FOOD] += take;
317 lp->lnd_item[I_FOOD] -= take;
321 return feed_people(sp->shp_item, etus);