2 * Empire - A multi-player, client/server Internet based war game.
3 * Copyright (C) 1986-2013, 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, 2006-2011
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;
107 int n, mult, cost, eff_lost;
109 mp = &mchr[(int)sp->shp_type];
111 if (!sp->shp_off && np->nat_money >= 0)
112 shiprepair(sp, np, bp, etus);
113 if (!player->simulation)
117 if (np->nat_level[NAT_TLEV] < sp->shp_tech * 0.85)
119 cost = -(mult * etus * MIN(0.0, money_ship * mp->m_cost));
120 if (np->nat_money < cost && !player->simulation) {
122 if (sp->shp_effic - eff_lost < SHIP_MINEFF)
123 eff_lost = sp->shp_effic - SHIP_MINEFF;
125 wu(0, sp->shp_own, "%s lost %d%% to lack of maintenance\n",
126 prship(sp), eff_lost);
127 sp->shp_effic -= eff_lost;
130 np->nat_money -= cost;
133 if (!player->simulation) {
134 sectp = getsectp(sp->shp_x, sp->shp_y);
137 if (np->nat_money >= 0
138 && (mp->m_flags & M_OIL) && sectp->sct_type == SCT_WATER) {
139 product = &pchr[dchr[SCT_OIL].d_prd];
140 oil_gained = roundavg(total_work(100, etus,
141 sp->shp_item[I_CIVIL],
142 sp->shp_item[I_MILIT],
145 * sp->shp_effic / 100.0
146 * sectp->sct_oil / 100.0
147 * prod_eff(SCT_OIL, sp->shp_tech));
148 max_oil = mp->m_item[I_OIL];
149 if (sp->shp_item[I_OIL] + oil_gained > max_oil)
150 oil_gained = max_oil - sp->shp_item[I_OIL];
151 if (product->p_nrdep != 0 && oil_gained > 0) {
152 resource = (unsigned char *)sectp + product->p_nrndx;
153 if (*resource * 100 < product->p_nrdep * oil_gained)
154 oil_gained = *resource * 100 / product->p_nrdep;
155 dep = roundavg(oil_gained * product->p_nrdep / 100.0);
156 if (CANT_HAPPEN(dep > *resource))
160 sp->shp_item[I_OIL] += oil_gained;
163 if (np->nat_money >= 0
164 && (mp->m_flags & M_FOOD) && sectp->sct_type == SCT_WATER) {
166 += roundavg(total_work(100, etus,
167 sp->shp_item[I_CIVIL],
168 sp->shp_item[I_MILIT],
171 * sp->shp_effic / 100.0
172 * sectp->sct_fertil / 100.0
173 * prod_eff(SCT_AGRI, sp->shp_tech));
176 if ((n = feed_ship(sp, etus)) > 0) {
177 wu(0, sp->shp_own, "%d starved on %s\n", n, prship(sp));
179 nreport(sp->shp_own, N_DIE_FAMINE, 0, 1);
181 max_food = mp->m_item[I_FOOD];
182 if (sp->shp_item[I_FOOD] > max_food)
183 sp->shp_item[I_FOOD] = max_food;
185 * do plague stuff. plague can't break out on ships,
186 * but it can still kill people.
188 pstage = sp->shp_pstage;
189 ptime = sp->shp_ptime;
190 if (pstage != PLG_HEALTHY) {
191 n = plague_people(np, sp->shp_item, &pstage, &ptime, etus);
195 "PLAGUE deaths reported on %s\n", prship(sp));
196 nreport(sp->shp_own, N_DIE_PLAGUE, 0, 1);
199 wu(0, sp->shp_own, "%s battling PLAGUE\n", prship(sp));
202 /* Are we still incubating? */
204 /* Yes. Will it turn "infectious" next time? */
206 /* Yes. Report an outbreak. */
208 "Outbreak of PLAGUE on %s!\n", prship(sp));
209 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
212 /* It has already moved on to "infectious" */
214 "%s battling PLAGUE\n", prship(sp));
218 /* Has the plague moved to "incubation" yet? */
220 /* Yes. Will it turn "infectious" next time? */
222 /* Yes. Report an outbreak. */
224 "Outbreak of PLAGUE on %s!\n", prship(sp));
225 nreport(sp->shp_own, N_OUT_PLAGUE, 0, 1);
233 sp->shp_pstage = pstage;
234 sp->shp_ptime = ptime;
236 pops[sp->shp_own] += sp->shp_item[I_CIVIL];
242 * idea is: a sector full of workers can fix up eight
243 * battleships +8 % eff each etu. This will cost around
244 * 8 * 8 * $40 = $2560!
247 shiprepair(struct shpstr *ship, struct natstr *np, struct bp *bp, int etus)
259 mp = &mchr[(int)ship->shp_type];
260 sp = getsectp(ship->shp_x, ship->shp_y);
263 && relations_with(sp->sct_own, ship->shp_own) < FRIENDLY)
266 /* only military can work on a military boat */
268 wf = etus * ship->shp_item[I_MILIT] / 2;
270 wf = etus * (ship->shp_item[I_CIVIL] / 2 + ship->shp_item[I_MILIT] / 5);
272 if (sp->sct_type != SCT_HARBR) {
276 if (!player->simulation)
277 avail = wf + sp->sct_avail * 100;
279 avail = wf + bp_get_avail(bp, sp) * 100;
282 w_p_eff = SHP_BLD_WORK(mp->m_lcm, mp->m_hcm);
284 if ((sp->sct_off) && (sp->sct_own == ship->shp_own))
288 if (np->nat_level[NAT_TLEV] < ship->shp_tech * 0.85)
291 if (ship->shp_effic == 100) {
292 /* ship is ok; no repairs needed */
296 delta = roundavg((double)avail / w_p_eff);
299 if (delta > (int)((float)etus * ship_grow_scale))
300 delta = (int)((float)etus * ship_grow_scale);
301 if (delta > 100 - ship->shp_effic)
302 delta = 100 - ship->shp_effic;
304 memset(mvec, 0, sizeof(mvec));
305 mvec[I_LCM] = mp->m_lcm;
306 mvec[I_HCM] = mp->m_hcm;
307 build = get_materials(sp, bp, mvec, delta);
309 if (sp->sct_type != SCT_HARBR)
312 wf -= build * w_p_eff;
315 * I didn't use roundavg here, because I want to penalize
316 * the player with a large number of ships.
318 if (!player->simulation)
319 avail = (sp->sct_avail * 100 + wf) / 100;
321 avail = (bp_get_avail(bp, sp) * 100 + wf) / 100;
324 if (!player->simulation)
325 sp->sct_avail = avail;
327 bp_put_avail(bp, sp, avail);
329 if (sp->sct_type != SCT_HARBR)
330 if ((build + ship->shp_effic) > 80) {
331 build = 80 - ship->shp_effic;
336 np->nat_money -= mult * mp->m_cost * build / 100.0;
337 if (!player->simulation)
338 ship->shp_effic += (signed char)build;
342 * returns the number who starved, if any.
345 feed_ship(struct shpstr *sp, int etus)
355 needed = (int)ceil(food_needed(sp->shp_item, etus));
358 if (needed > sp->shp_item[I_FOOD]) {
359 /* take from embarked land units, but don't starve them */
360 snxtitem_cargo(&ni, EF_LAND, EF_SHIP, sp->shp_uid);
361 while ((lp = nxtitemp(&ni)) && needed > sp->shp_item[I_FOOD]) {
362 give = lp->lnd_item[I_FOOD] - food_needed(lp->lnd_item, etus);
365 take = MIN((int)give, needed - sp->shp_item[I_FOOD]);
366 sp->shp_item[I_FOOD] += take;
367 lp->lnd_item[I_FOOD] -= take;
371 return feed_people(sp->shp_item, etus);