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
48 #include "prototypes.h"
52 static void upd_ship(struct shpstr *, int, struct bp *, int);
53 static void plague_ship(struct shpstr *, 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);
59 void prep_ships(int etus, struct bp *bp)
65 for (i = 0; (sp = getshipp(i)); i++) {
68 if (CANT_HAPPEN(sp->shp_effic < SHIP_MINEFF)) {
69 makelost(EF_SHIP, sp->shp_own, sp->shp_uid,
70 sp->shp_x, sp->shp_y);
75 bp_consider_unit(bp, (struct empobj *)sp);
76 mil = sp->shp_item[I_MILIT];
77 mil_pay = mil * etus * money_mil;
78 nat_budget[sp->shp_own].mil.count += mil;
79 nat_budget[sp->shp_own].mil.money += mil_pay;
80 nat_budget[sp->shp_own].money += mil_pay;
85 prod_ship(int etus, struct bp *bp, int build)
86 /* build = 1, maintain = 0 */
91 for (i = 0; (sp = getshipp(i)); i++) {
94 if (bp_skip_unit(bp, (struct empobj *)sp))
96 upd_ship(sp, etus, bp, build);
101 upd_ship(struct shpstr *sp, int etus, struct bp *bp, int build)
102 /* build = 1, maintain = 0 */
104 struct budget *budget = &nat_budget[sp->shp_own];
105 struct mchrstr *mp = &mchr[sp->shp_type];
106 struct natstr *np = getnatp(sp->shp_own);
107 int n, mult, eff_lost;
111 if (!sp->shp_off && budget->money >= 0)
112 shiprepair(sp, np, bp, etus, budget);
113 ship_produce(sp, etus, budget);
114 if (!player->simulation)
117 budget->oldowned_civs += sp->shp_item[I_CIVIL];
119 if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
121 budget->bm[BUDG_SHP_MAINT].count++;
122 cost = mult * etus * -money_ship * mp->m_cost;
123 if (budget->money < cost && !player->simulation) {
125 if (sp->shp_effic - eff_lost < SHIP_MINEFF)
126 eff_lost = sp->shp_effic - SHIP_MINEFF;
128 wu(0, sp->shp_own, "%s lost %d%% to lack of maintenance\n",
129 prship(sp), eff_lost);
130 sp->shp_effic -= eff_lost;
133 budget->bm[BUDG_SHP_MAINT].money -= cost;
134 budget->money -= cost;
137 if (!player->simulation) {
139 if ((n = feed_ship(sp, etus)) > 0) {
140 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
142 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
144 plague_ship(sp, etus);
150 plague_ship(struct shpstr *sp, int etus)
152 struct natstr *np = getnatp(sp->shp_own);
156 /* Plague can't break out on ships, but it can still kill people */
157 pstage = sp->shp_pstage;
158 ptime = sp->shp_ptime;
159 if (pstage != PLG_HEALTHY) {
160 n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
161 if (n != PLG_HEALTHY)
162 plague_report(sp->shp_own, n, pstage, ptime, etus,
164 sp->shp_pstage = pstage;
165 sp->shp_ptime = ptime;
170 * idea is: a sector full of workers can fix up eight
171 * battleships +8 % eff each etu. This will cost around
172 * 8 * 8 * $40 = $2560!
175 shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus,
176 struct budget *budget)
178 struct mchrstr *mp = &mchr[(int)ship->shp_type];
180 struct sctstr *sp, scratch_sect;
187 if (ship->shp_effic == 100)
190 sp = getsectp(ship->shp_x, ship->shp_y);
195 && relations_with(sp->sct_own, ship->shp_own) < FRIENDLY)
198 if (player->simulation) {
200 bp_to_sect(bp, &scratch_sect);
205 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
208 /* only military can work on a military boat */
210 wf = etus * ship->shp_item[I_MILIT] / 2;
212 wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
214 if (sp->sct_type != SCT_HARBR) {
218 avail = wf + sp->sct_avail * 100;
220 delta = avail / mp->m_bwork;
223 if (delta > (int)((float)etus * ship_grow_scale))
224 delta = (int)((float)etus * ship_grow_scale);
225 if (delta > 100 - ship->shp_effic)
226 delta = 100 - ship->shp_effic;
228 build = get_materials(sp, mp->m_mat, delta);
230 if (sp->sct_type != SCT_HARBR)
233 wf -= build * mp->m_bwork;
235 avail = roundavg((sp->sct_avail * 100 + wf) / 100.0);
238 sp->sct_avail = avail;
240 if (sp->sct_type != SCT_HARBR)
241 if ((build + ship->shp_effic) > 80) {
242 build = 80 - ship->shp_effic;
247 bp_set_from_sect(bp, sp);
248 cost = mult * mp->m_cost * build / 100.0;
249 budget->bm[BUDG_SHP_BUILD].count += !!build;
250 budget->bm[BUDG_SHP_BUILD].money -= cost;
251 budget->money -= cost;
252 if (!player->simulation)
253 ship->shp_effic += (signed char)build;
257 ship_produce(struct shpstr *sp, int etus, struct budget *budget)
259 struct mchrstr *mp = &mchr[sp->shp_type];
260 struct sctstr *sectp = getsectp(sp->shp_x, sp->shp_y);
264 struct pchrstr *product;
265 unsigned char *resource;
268 if (player->simulation)
272 if (!sp->shp_off && budget->money >= 0
273 && (mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
274 product = &pchr[dchr[SCT_OIL].d_prd];
275 oil_gained = roundavg(total_work(100, etus,
276 sp->shp_item[I_CIVIL],
277 sp->shp_item[I_MILIT],
280 * sp->shp_effic / 100.0
281 * sectp->sct_oil / 100.0
282 * prod_eff(SCT_OIL, sp->shp_tech));
283 max_oil = mp->m_item[I_OIL];
284 if (sp->shp_item[I_OIL] + oil_gained > max_oil)
285 oil_gained = max_oil - sp->shp_item[I_OIL];
286 if (product->p_nrdep != 0 && oil_gained > 0) {
287 resource = (unsigned char *)sectp + product->p_nrndx;
288 if (*resource * 100 < product->p_nrdep * oil_gained)
289 oil_gained = *resource * 100 / product->p_nrdep;
290 dep = roundavg(oil_gained * product->p_nrdep / 100.0);
291 if (CANT_HAPPEN(dep > *resource))
295 sp->shp_item[I_OIL] += oil_gained;
298 if (!sp->shp_off && budget->money >= 0
299 && (mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
301 += roundavg(total_work(100, etus,
302 sp->shp_item[I_CIVIL],
303 sp->shp_item[I_MILIT],
306 * sp->shp_effic / 100.0
307 * sectp->sct_fertil / 100.0
308 * prod_eff(SCT_AGRI, sp->shp_tech));
310 max_food = mp->m_item[I_FOOD];
311 if (sp->shp_item[I_FOOD] > max_food)
312 sp->shp_item[I_FOOD] = max_food;
316 * returns the number who starved, if any.
319 feed_ship(struct shpstr *sp, int etus)
329 needed = (int)ceil(food_needed(sp->shp_item, etus));
332 if (needed > sp->shp_item[I_FOOD]) {
333 /* take from embarked land units, but don't starve them */
334 snxtitem_cargo(&ni, EF_LAND, EF_SHIP, sp->shp_uid);
335 while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
336 give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
339 take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
340 sp->shp_item[I_FOOD] += take;
341 lp->lnd_item[I_FOOD] -= take;
345 return feed_people(sp->shp_item, etus);